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!

Click here for my other DungeonQuest eBay listings

Any questions please ask. Collection welcome. Thank you.