Adventure Darts
A free whiteboard game by fragsworth
Go back to the main game rules
Completely unbalanced and untested ideas
The rules in the link above is the only good version of the game. Below are some ideas for mods that may make the game more fun, or may ruin it completely. Use them at your own discretion, just know that they will take some time to refine. If you use these rules, change them as you feel necessary for game balance (they will likely need changing, at this state).
Classes (untested)
Each player chooses a class to start with.
- Warrior. Starts with 2 DMG. Gets +1 DMG from any item in the SHOP.
- Paladin. Starts with 15 HP.
- Priest. Can add +1 HP at any time, for 3 GOLD.
- Mage. Can re-shoot any dart as if it never hit, for 5 GOLD.
- Thief. When landing on the same spot as another player on the WORLD, can steal 1 GOLD from them.
- Assassin. Double bonus DMG values from the BATTLE board.
Co-op mode (untested)
The Lich is taking over the town! You must hold off its evil minions and destroy him. If the LICH dies, all players win, regardless of who else died.
- PvP is permanently disabled.
- The SHERIFF is re-named to the LICH, and has stats 40/6/0/0.
- All damage done to the LICH is permanent. The LICH never regains its life.
- The TOWER and the WIZARD can be used to permanently reduce the life of the LICH, instead of other players. The WIZARD costs remain the same.
- Choose one player to be "Defender the Keep". This player, instead of taking their turn as usual, must fight a monster with stats X/0/0/0, where X is the current game round. This minion is attempting to curse the land and increase attrition damage. If the player kills the monster in one shot, the round has been saved. If the player fails to kill the monster in one shot, the evil minion succeeds in performing its ritual, increasing attrition damage by 1.
- The CASTLE does not provide any loot bonus for the dungeon.
- Any player who hits the CASTLE on their turn may choose to become Defender of the Keep.
- Any player who is currently Defender of the Keep may decide to abandon the Keep and play regularly instead. After doing this, they cannot become Defender of the Keep again until they hit the CASTLE, though.
Cards and Equipment (untested)
If it's decided that the current version is too simple, and there's already not enough to keep track of, we can add cards to the game. There can be a deck of cards that contain items with GOLD values. Not really sure what should give you these things yet.
Consumables
- Health Potion. +2 HP. 1 GOLD.
- Health Potion. +3 HP. 3 GOLD.
- Health Potion. +4 HP. 5 GOLD.
- Health Potion. +5 HP. 7 GOLD.
- Scroll of Retry. 5 GOLD. Use after shooting any dart. Retry the shot as if it never happened.
- Scroll of Re-Turn. 8 GOLD. Use after shooting any dart. Take another turn after this one.
- Potion of Double Damage. 3 GOLD. Use before any combat. Your damage for this turn is doubled.
- Scroll of War. 7 GOLD. Use before shooting at the world. This turn, the entire world counts as a single PvP location.
- Scroll of Weapon Swap. Swap your weapon with a target player.
Permanent items
- Weapon. DMG 2. 2 GOLD.
- Weapon. DMG 3. 4 GOLD.
- Weapon. DMG 4. 8 GOLD.
- Ring of Midas. 5 GOLD. At the end of each turn, gain 1 GOLD.
- Ring of Health. 10 GOLD. At the end of each turn, gain 1 HP.
- Armor. 10 GOLD. You take 1 less DMG during combat (PvP or BATTLE, not Attrition)
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