User:FoolLime/Dungeons

this was originally a Xenon creation in our other nomic, as a small part of a huge sprawling ruleset that crumbled under its own weight. i cleaned it up and realised that there was an entire game of content so i stripped THAT down further to create this. Find some extra stuff at the bottom as suggestions to add, mostly pulled from the original game (the Rot Bird is my personal baby that was never actually added because it used to be far more convoluted).

Dungeons (Nomic version) edit

When the game starts, a Dungeon is generated, and all players appear in the centre hex.

A dungeon level is the shape of the layout (? you know) in the image below vvv vvv

worlds smallest image (?). its the grid.

Generating a dungeon edit

When a dungeon level is generated, all hexes within it have their type of hex randomly selected from a weighted pool of options. The pool is as below.

Blank (weight= 8)

Stone Wall (weight= 5)

Pool (weight= 3)

Chest (weight= 2)

Enemy (weight= dungeon level (if level 3 is being generated, the weight of an entity hex is 3)

Pit (weight= 2)

Rope (weight= 1)

The centre Hex on all levels is always Rope.

Hex functions edit

Blank edit

A player can move to a Blank tile they are adjacent to as a movement or action.

Stone Wall edit

Players cannot move onto a Stone Wall hex.

Pool edit

A player cannot move onto a Pool Hex.

Chest edit

A player can move onto a Chest hex as an action. When they do so, they roll on the loot table three times, and add the results to their Pockets. When this happens, at the end of the round the Chest hex becomes a Blank hex, meaning multiple players may use the same chest hex in a round.

Enemy edit

When an Enemy hex is generated, a creature from the Enemy table is generated on that hex. It is otherwise a Blank hex.

Pit edit

A player can move onto a Pit hex as an action. When they do so, they are removed from the dungeon level and placed on the centre hex of the next dungeon level (if a player is on a Pit hex on level one, they are removed from level one and appear on the centre hex of level two, which is generated if it has not already been).

Rope edit

A player can move onto a Rope hex as an action. When they do so, they can optionally be removed from the dungeon level they’re on and appear on any hex they are permitted to be on (Blank, Rope and Chest) on the above dungeon level adjacent to a Pit on that level (if a player is on a rope hex on level three, they can move to a permitted hex on level two adjacent to any Pit). If they are on level one, the Rope instead lets them escape the dungeon.

Escaping the dungeon edit

When a player escapes the dungeon (see Rope hex) all items in their Pocket are moved to their Store. A player who has escaped the dungeon can choose to enter any dungeon that exists, appearing on the centre tile of that dungeon on level one.

Actions edit

Every period, each player can use up to three actions. They can use these to move or to use items. They can also do nothing on an action. Actions occur at the end of a period, and all player’s actions occur simultaneously but in order (player A moves twice, player B moves once, they both move once simultaneously, then Player A moves at the same time as Player B does nothing, then both do nothing on their third possible action)

Generating a new dungeon edit

If more than 2 players have escaped the dungeon and either a dungeon level with no Pit generated or more than five levels have been generated, a new dungeon can be generated. This does not remove the previous dungeon.

Enemies edit

The enemy table is a weighted table and is as follows;

Minotaur (weight= 2)

Minotaur edit

Minotaurs have one action. This occurs at the end of every period after all player actions have occurred.

A minotaurs action is one of the following

Charge edit

Move edit

If there is a player who is perpendicular to the minotaur on the hex grid, and there is no Stone Wall hexes between the Minotaur and the player, the minotaur will charge at the player, moving three hexes towards the player in one action. If there are multiple players who fill the above criteria, it randomly selects a player to Charge at.

Otherwise, the Minotaur will move to a random hex adjacent to it.

If the minotaur would move onto a Pool hex, Stone Wall hex, Pit Hex or the centre hex of a dungeon level because of an action that it would take, it instead does not do so, ending its action early on the previous hex it was on.

When a player is on the same hex as a Minotaur, they are removed from that level, and appear on the centre hex of level one. Everything in their Pocket is destroyed.

Loot edit

The loot table is a weighted table as follows;

Nothing (weight= 2)

1 coin (weight= 5)

2 coins (weight= 3)

Winning edit

The first player to get over 50 coins and have 5 or more more coins than any other player in their store at the end of a period wins.

Addition ideas edit

dungeons was originally so big you could pass it off as a complete game. heres somethings from it.

Enemy: Rot Bird edit

Weight: 1

If a Rot Bird would be generated on a dungeon level one, a Minotaur is generated instead.

A Rot Bird has two actions. This occurs at the end of a period, after all player actions have occurred. A Rot Bird’s action is decided from one of the following;

Hunt edit
Ruin edit
Move edit

If a Rot Bird is perpendicular to a player on the Hex grid and there is not a Stone Wall hex or a Steel Wall hex between the player and the Rot Bird, it will Hunt by moving one hex towards that player. If multiple players fill this criteria, it selects the closest player. If multiple players fufill this criteria, it selects a random player who does so.

If a Rot Bird does not Hunt, there is a one in six Chance it will Ruin. When a Rot Bird Ruins, all Hexes adjacent to it excluding Pool hexes, Steel Wall hexes, Pit hexes and the centre hex are replaced with Blank hexes. The above listed hexes are unaffected. Any player who is on a hex that is affected by Ruin is removed from the dungeon level and appears on the centre hex of dungeon level one. Everything in their Pocket is destroyed.

Otherwise, the Rot Bird moves one hex in a random direction.

If a Rot Bird would move onto a Stone Wall hex, Steel Wall hex or the centre hex of a dungeon level, it instead does not move, and it’s action ends early.

When a player is on the same hex as a Rot Bird, they are removed from that level, and appear on the centre hex of level one. Everything in their Pocket is destroyed.

Hex type: Steel wall edit

players cannot move onto a steel wall hex. (Notice how some things can destroy stone walls, like the Rot Bird and Mining Tools (below)? This can't be destroyed.)

Loot: Mining Tools edit

Mining Tools are an Item. A player can use an action to use Mining Tools, changing any one Stone Wall hex they are adjacent to into a Blank hex. This destroys the Mining Tools.

Hex type: Dark edit

weight: 2+(dungeon level) (reccommend also changing the weighting for stone walls to an x+(dungeon level) formula so the levels dont become more and more empty and open lol. note no enemy is effected by Dark hexes and treat them the same as Blank(although the Rot Bird can destroy Dark, which is intentional because its funny))

A player must have a torch in order to move to a dark tile as an action. Otherwise, they cannot move to that hex.

Loot: Torch edit

If a player has a torch in their pocket, they can move onto Dark hexes.