DUNGEONQUEST GENUINE CARD
PRICE EACH. Discount for multiple, only pay postage for 1, add to basket first.
Note: Trap Damage: D6-3-Luck is a misprint in the early print runs (errata D6+3-Luck).
Mitchies Mods! Try this out in your games. As the Adventurers characteristics don't come into play much and the ratio of open doors to closed is very low... make 4 jammed door cards be Agility tests to open. Write "Luck" on 2 of the jammed shut doors and "Strength" on a different 2 jammed shut doors.
I'll be adding more mods to my other listings of this game very soon. Like using a d8 on the sun track (I use a translucent yellow 1). Once it reaches the skull, roll it, on an 8 the game ends. If not 8, place the d8 back on the skull but -1 (so 7). Next round, roll it again, the game ends on a 7-8, next round 6-8, and so on. If you want less chance of extension use a d6, more a d12 etc! This brings a new level of tension as previously those no chance escapes... you might just make it!
Any questions please ask. Collection welcome. Thank you.