thx DN
now: pretty much done
Labyrinth / MazeHOUSE RULES (draft)
Causes confusion1.
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
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overview:
8 views:
minis for scale & couple of details:
comments & questions welcome as always...
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