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Pancho wrote:I like the digging rules. Maybe if they don't roll 3 skulls just say they are unsuccessful, don't actually disclose whether there is a room on the other side or not. This will keep them guessing, and sweating on whether to continue with the attempt or press on to another area.
I think 3 combat dice for the pickaxes is about right. Although it's not an item whose primary function is a weapon, it is wielded with two hands by an expert with the tool who also happens to have really strong arms.


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Gold Bearer wrote:I think three dice, two handed is spot on but a one in eight chance might mean it's never really worth trying. Two skulls might be too easy, maybe two skulls with no black shield.
Two skulls with a black shield could cause a collapse so they get hit with a falling rock trap but the alcove they dug means you don't put a tile down so they don't get trapped. Just an idea.


The Admiral wrote:I'll stick with 3 skulls as I want to make it difficult for them, otherwise the little buggers will be knocking holes all over my dungeon!
I suggested that you could use the excuse of the rocks ending up in the part of the wall they removed so you wouldn't have to put down a tile that could trap them or close off a part of the dungeon they need to get to.The Admiral wrote:I like the rock collapse idea as a penalty though. I think that each black shield rolled is damage that has to be defended. So 2 black shields means you roll a normal defence against what is in effect a 2 skull attack. If 3 black shields are rolled it causes a catastrophic collapse, and the miner is hit with a full falling block trap effect i.e. roll a further 3 dice, take a BP hit for each skull rolled. place a block tile in the space, and move to a vacant space.
The Admiral wrote:Thanks for the idea.
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Gold Bearer wrote:I suggested that you could use the excuse of the rocks ending up in the part of the wall they removed so you wouldn't have to put down a tile that could trap them or close off a part of the dungeon they need to get to.


j_dean80 wrote:Sounds like a good Quest idea. Heroes must rescue miners and only way out is for them to put holes in certain walls. Almost like a maze.


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