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 Labyrinth WIP (finished) + House Rules

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cutp
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Tue 2 Aug 2016 - 15:41

thx DN & VK Smile

progress feels sloooowww...

starting to take final shape



there will be strategically placed arrow slits too





great for bows, crossbows & spears!
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DeafNala
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Tue 2 Aug 2016 - 16:05

Slow & steady can be frustrating at times. Your creation though is almost done & VERY WELL DONE at that...love the arrow hole.   thumbsup
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Fri 5 Aug 2016 - 16:40

thx DN Smile

now: pretty much done Smile

Labyrinth / Maze

HOUSE RULES (draft)

Causes confusion

1. Intersections: At any intersection where model can move 2 directions, roll 1D6 before continuing move

A. Player declares intended direction

B. Roll 1-3: model continues in other direction for remainder of move

C. Roll 4-6: model continues moving in intended direction

D. Player always gets to choose intended direction at all intersections, even if model is already confused and previously was forced to move in an unintended direction

2. False doors: At any false door, roll 1D6 before continuing move

A. Roll 1-2: model confused and moves back in direction it came from for remainder of move

B. Roll 3-4: model confused, ends move immediately in front of door, and does not complete remainder of move

C. Roll 5-6: model not confused and moves in intended direction

3. Cumulative effects: Model may have to roll at more than 1 intersection and/or false door per turn/move; apply effects as they occur

4. Arrow slots: A model on the large side of an arrow slot may:

A. Shoot a bow or crossbow only (but not another missile/ranged weapon, e.g. no thrown weapons or slings)

B. Attack any model adjacent to the arrow slot with a spear (but no other weapon)

5. Optional: at beginning of game roll 2D6

A. Roll 2-3: Labyrinth has no special effects or rules

B. Roll 4-5: Use only special rules for intersections

C. Roll 6-7: Use special rules for both interscetions and false doors

D. Roll 9-10: Use only special rules for false doors

E. Roll 11-12: Labyrinth has no special effects or rules

# # #

overview:



8 views:















minis for scale & couple of details:









comments & questions welcome as always... Smile

# # #
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DeafNala
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Sat 6 Aug 2016 - 5:20

SPLENDID! That really is a BEAUTIFULLY crafted gaming treasure. VERY WELL DONE!   thumbsup
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Von Kurst
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Sat 6 Aug 2016 - 9:23

Unsure of why a black powder weapon could not be fired from an arrow slit, but otherwise splendid work all around, indeed.
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Sat 6 Aug 2016 - 10:18

thx DN & VK Smile

oh yes, black powder is fine too, I just never use them so I didn't include, but you're right VK

maybe (temporary) deafness for firing underground with nice echo hard surfaces... Wink

Smile
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Sun 7 Aug 2016 - 10:09

We used to play the pass a T test every time a black powder weapon is fired underground or lose hearing for the rest of the game (no benefit for leader within 6") (original Khemri website rules)

But I gave up including it because too many folks would 'forget' the house rule.
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PostSubject: Re: Labyrinth WIP (finished) + House Rules   Today at 10:23

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