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| Topic Started: Jan 6 2009, 02:57 PM (74 Views) | |
| Nemomon | Jan 6 2009, 02:57 PM Post #1 |
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Anarchist’s Guild Neutral characters may either: a) heal their lives free of charge back up to their starting quota; or b) they may address the Guild by rolling one die with the following results: 1–3) ignored; 4) gain 1 gold; 5) gain 1 life; 6) gain 1 spell. Good characters may change their alignment to evil. Evil characters may change to good alignment. Apothecary You may either: a) turn any objects into gold – discard it and gain 1 gold for each; or b) you may buy a potion and roll one die with the following results: 1) poison – lose 1 life; 2) no affect; 3) gain 1 craft; 4) gain 1 strength; 5) gain 1 life; 6) anger the Apothecary – move immediately to Flask Street. Armoury You may buy these objects at the following prices: Axe – 2 gold; Helmet – 2 gold; Shield – 2 gold; Sword – 2 gold; Full–Face Helm – 3 gold; Armour – 4 gold; Great Axe – 4 gold; Kite Shield – 4 gold; Two–Handed Sword – 4 gold; Plate Mail – 6 gold. You can also sell any of the above objects for 1 gold. You can repair any broken, or damaged object for 1 gold each. Astral Plane Draw one Timescape card. Any Timescape card that is not kept must be discarded. Bank, The Any character may borrow 3 gold from the Bank – take a loan card. The character must repay 4 gold to the Bank in one payment, before they can leave the City. Should that character attempt to leave the City before making repayment, the Bank's Wizard will immediately turn that character into a Toad for 3 turns; neutral and evil characters may attempt to rob the Bank instead of borrowing, by rolling one die with the following results: 1) turned into a Toad for 3 turns; 2) caught by the manager take a Warrant card; 3) no opportunity; 4) steal 1 gold; 5) steal 2 gold; 6) steal 4 gold, but take a Warrant card. Black Knight You must either give up 1 gold (discard), or else lose 1 life. Castle The Royal Doctor will heal you back up to your starting quota at the cost of 1 gold per life. If the Prince, or Princess accompanies you he will heal you free of charge. Cavern Draw one Dungeon card. Do not draw a Dungeon card if there is already a card of any type in this space. Cell When you encounter this space, you must leave one follower in the Cell. If there is a follower already, there you may take that follower with you instead. Chamber of Darkness On your next turn, you must roll one die with the following results: 1) move 3 spaces backward; 2) move 2 spaces backward; 3) move 1 space backward; 4) move 1 space forward; 5) move 2 spaces forward; 6) move 3 spaces forward. Chapel If you are good – you may either be healed free of charge back up to your starting quota, or you may pray by rolling one die with the following results: 1–4) ignored; 5) gain 1 life; 6) gain 1 spell (if your craft allows); if you are neutral – you may be healed back up to your starting quota at the cost of 1 gold per life; if you are evil – you must lose 1 life. Chasm You must roll one die for yourself with the following results: 1–2) lose 1 life; 3–6) no affect, and then roll one die for each of your followers with the following results: 1–2) the follower is killed (discard); 3–6) no affect. City You may visit one only of the following: Alchemist – he will convert any of your objects into gold (discard the objects and gain 1 gold for each); Doctor – he will heal up to 2 lives at the cost of 1 gold per life; Enchantress – you must roll one die with the following results: 1) turned into a Toad for 3 turns; 2) lose 1 strength (but not below your starting quota); 3) lose 1 craft (but not below your starting quota); 4) gain 1 craft; 5) gain 1 strength; 6) gain 1 spell (if your craft allows). City Gate You must stop at the City Gate before moving into the City. Corridor Draw one Dungeon card. Do not draw a Dungeon card if there is already a card of any type in this space. Crags You must roll one die with the following results: 1) attacked by a Spirit (craft 4); 2–3) lost for 1 turn; 4–5) safe; 6) a Barbarian leads you out – gain 1 strength. Crown of Command If you are alone, you must roll one die to determine which ending card you will encounter with the following results: 1) Horrible Black Void; 2) Dragon King; 3) Demon Lord; 4) Belt of Hercules; 5) Pandora’s Box; 6) Crown of Command. Crypt You must roll three dice and subtract your strength from the total to determine where you exit with the following results: 0) Crypt; 1) Plain of Peril; 2–3) Portal of Power; 4–5) Warlock’s Cave; 6+) City. Cursed Glade Draw one adventure card. Do not draw an adventure card if there is already a card of any type in this space. While you are in the Cursed Glade: 1) you may not count any strength or craft points gained from any objects, or magic objects; 2) you may not use any magic objects; 3) you may not cast any spells. Death World You must roll one die with the following results: 1) poison atmosphere – lose 1 life; 2) attacked by an Alien (craft 9); 3) attacked by an Alien (strength 9); 4) draw one adventure card; 5) draw two adventure cards; 6) draw three adventure cards. If you defeat an Alien here, you gain 1 point of the attribute used in the combat, or psychic combat. Desert You must lose 1 life. Dice with Death You must roll two dice for yourself and then roll two dice for Death with the following results: higher than Death’s – move to the Werewolf Den next turn; lower than Death’s – you lose 1 life and must Dice with Death again next turn; equal with Death’s – neither side is harmed, but you must Dice with Death again next turn. Doctor’s Surgery You may heal up to 2 lives at the cost of 1 gold per life. Donjon If you are arrested by the Watch you will be brought here. You must either a) bribe the Gaoler by paying 2 gold for yourself and 1 gold for each of your followers; b) escape from the cell by rolling one die with the following results: 1) you escape without being seen; 2–6) you are caught trying to escape by the Gaoler; or c) accept the Judges sentence by rolling one die with the following results: 1) beaten up and gaoled – lose 1 life (see 2); 2) gaoled – to get out of Gaol now you must either bribe the Gaoler or Escape from your cell; 3) fined – pay 4 gold or be gaoled (see 2); 4) fined – pay 2 gold or be gaoled (see 2); 5) pardoned – you leave the Donjon next turn; 6) wrongful arrest – receive 1 gold in compensation and you leave the Donjon next turn. Droppings Lane Draw one City card. Do not draw a City card if there is already a card of any type in this space. Dungeon Entrance You must stop here before moving into the Dungeon. Enchantress You may receive a blessing from the Enchantress. Roll one die with the following results: 1) turned into a Toad for 3 turns; 2) lose 1 strength (but not below your starting quota); 3) lose 1 craft (but not below your starting quota); 4) gain 1 craft; 5) gain 1 strength; 6) gain 1 spell (if your craft allows); or you may attempt to enter the Timescape by rolling two dice with the following results: equal to, or less than your current base strength and craft – you are immediately teleported to the Timescape; higher than your current base strength and craft – no affect. Fields Draw one Adventure card. Do not draw an Adventure card if there is already a card of any type in this space. Flask Street Draw one City card. Do not draw a City card if there is already a card of any type in this space. Forest You must roll one die with the following results: 1) attacked by a Bandit (strength 4); 2–3) lost for 1 turn; 4–5) safe; 6) a Ranger guides you out – gain 1 craft. Fourth Dimension Draw one Timescape card. Any Timescape card that is not kept must be discarded. Gold Lane Draw one City card. Do not draw a City card if there is already a card of any type in this space. Graveyard If you are evil – you may invoke the spirits by rolling one die with the following results: 1) miss 1 turn; 2–4) heal 1 life; 5–6) gain 1 spell (if your craft allows); if you are neutral – there is no affect; if you are good – you must lose 1 life. Guardroom The Guard has five strength in combat. You must either pay him 2 gold, or fight him. The Guard will remain here even if he is defeated. Guild Street Draw one City card. Do not draw a City card if there is already a card of any type in this space. Hidden Valley Draw three Adventure cards. If there are already any cards of any type in this space, draw only enough to take the total to three cards. High Temple You may pray by rolling two dice with the following results: 2) gain 1 strength and 1 craft; 3) gain 1 strength or 1 craft; 4) gain 1 life; 5–6) ignored; 7) donate 1 gold (discard); 8–9) ignored; 10) gain 1 spell (if your craft allows); 11) gain 1 object of your choice from the Purchase deck; 12) secret passage – you may immediately move to the Temple space in the middle region, regardless of whether or not you have a Warrant card. High Temple Square Draw one City card. Do not draw a City card if there is already a card of any type in this space. Hills Draw one Adventure card. Do not draw an Adventure card if there is already a card of any type in this space. Imperial Avenue Draw one City card. Do not draw a City card if there is already a card of any type in this space. Kitchen You may roll one die with the following results: 1) poison – lose 1 life; 2–3) no affect; 4–5) heal 1 life; 6) heal 2 lives. Library You must roll one die with the following results: 1–2) have a good read; 3–4) secret passage – take an extra move; 5–6) gain 1 spell (if your craft allows). Limbo Draw one Timescape card. Any Timescape card that is not kept must be discarded. Magic Emporium You may either: a) buy 1 spell for 2 gold; b) buy 1 spell from the discard pile for 4 gold; or c) attempt to become the High Mage by discarding 1 magic object and rolling 2 dice with the following results: equal to or less than your combined strength and craft – you become the High Mage; higher than your combined strength and craft – you remain as your character minus the magic object. Mines You must roll three dice and subtract your craft from the total to see where you emerge with the following results: 0) Mines; 1) Plain of Peril; 2–3) Portal of Power; 4–5) Warlock’s Cave; 6+) Tavern. Negative Zone Draw one Timescape card. Any Timescape card that is not kept must be discarded. Nexus Draw five Adventure cards and choose the one that you wish to encounter – discard the remainder. North Side Alley Draw two City cards. If there are already any cards of any type in this space, draw only enough to take the total to two cards. Oasis Draw two Adventure cards. If there are already any cards in this space, draw only enough to take the total to two cards. Pentagram, The Draw one City card. Do not draw a City card if there is already a card of any type in this space. Pits (s4x?) You must roll one die to determine the number of Pit Fiends (strength 4) that attack you. Each turn you must fight them one at a time until you lose a life; any that remain must be fought on your next turn. The Pit Fiends roll two dice in combat and always use the highest number for their combat score. Once you have defeated them all you can move to the Valley of Fire space next turn. Plain of Peril You must stop here before moving to the Crypt, or the Mines. Plains Draw one Adventure card. Do not draw an Adventure card if there is already a card of any type in this space. Planetfall Draw two Timescape cards. Any Timescape cards that are not kept must be discarded. Portal of Power Draw one Adventure card. Do not draw an Adventure card if there is already a card of any type in this space. If you attempt to move through the door to the Plain of Peril you do not draw an Adventure card but you must either use your strength to force the lock or your craft to pick the lock. Having chosen which one to use you must roll two dice with the following results: equal to or less than your chosen ability – you may move to the Plain of Peril space; higher than your chosen ability – you lose 1 point of strength or craft from your chosen ability and you remain on the Portal of Power space. Rad Zone You must roll one die with the following results: 1) mutate – gain 2 craft; 2) mutate – lose 1 craft; 3–4) radiation poisoning – lose 2 lives; 5) mutate – lose 1 strength; 6) mutate – gain 2 strength. Realm of Chaos Draw one Timescape card. Any Timescape card that is not kept must be discarded. Royal Castle You may either: a) buy a Warrant card for 1 gold and give it onto another character; or b) you may apply for the post of Sheriff by rolling one die and adding it to your strength with the following results: 2–4) beaten up for wasting time – lose 1 life; 5–6) fined for wasting time – lose 1 gold; 7–8) ignored; 9) you can buy the post of Sheriff for 1 gold; 10+) you are appointed Sheriff. Ruins Draw two Adventure cards. If there are already any cards of any type in this space, draw only enough to take the total to two cards. Runes (1) Draw one Adventure card. Do not draw an Adventure card if there is already a card of any type in this space. Any enemies, or enemy spirits that you fight on this space receive plus 2 to their combat, or psychic combat die roll. Runes (2) Draw one Adventure card. Do not draw an Adventure card if there is already a card of any type in this space. Any enemies, or enemy spirits that you fight on this space receive plus 3 to their combat, or psychic combat die roll. Sentinel Draw one Adventure card. Do not draw an Adventure card if there is already a card of any type in this space. If you wish to cross the bridge from the outer region to the middle region you do not draw an Adventure card, but must defeat the Sentinel in combat (strength 9), or evade him to be able to pass through. The Sentinel remains here even if he is defeated. You do not need to fight the Sentinel if you wish to cross the bridge from the middle region to the outer region. Sentinel Outpost You must roll one die with the following results: 1) judged a threat to the space–time continuum – you must move to the Vortex next turn; 2) imprisoned - next turn you must roll two dice with the following results: equal to, or less than your craft – you escape and you can take your turn as normal; higher than your craft – no affect try again next turn (once you have been imprisoned for 3 turns you are automatically released); 3–4) you must pay a fine of 2 gold (or see (2)); 5–6) judged innocent – next turn you may move to any space on the Timescape board. Six Fates Inn, The You may buy a Water Bottle here for 1 gold. You must roll one die with the following results: 1–3) you get blind drunk and collapse in a corner – miss 1 turn; 4) a Ferryman offers to take you to any space of your choice in the outer region; 5) you hear a ruckus in the street draw one City card; 6) you may join the big money card game. If you do, roll one die and add it to your craft with the following results: 2–3) you are caught cheating and you are beaten – discard all your objects, gold, followers, and lose 1 life; 4) lose 2 gold; 5) lose 1 gold; 6–7) break even; 8) gain 1 gold; 9) gain 2 gold; 10+) double your gold. South Side Alley Draw two City cards. If there are already any cards of any type in this space, draw only enough to take the total to two cards. Space Fortress You may visit one of the following: Robo–Doc – he will heal you back up to your starting quota of lives at a cost of 1 gold per life; Rogue Trader – you may buy any of the following objects: Gyro–Compass – 2 gold; Mining Laser – 2 gold; Combat Enviro–Suit – 3 gold; Jet Pack – 4 gold; Chainsword – 5 gold; Poweraxe – 5 gold; Psi–Helmet – 5 gold. Speakers’ Corner Draw one City card. Do not draw a City card if there is already a card of any type in this space. Stables You may stable your Horse, Horse and Cart, Mule, or Warhorse here for 1 gold each. You may only retrieve them if you leave the City through the City Gates. You may buy the following objects: Mule – 2 gold; Horse – 3 gold; Horse and Cart – 5 gold; Warhorse – 5 gold. You may sell the following objects: Mule – 1 gold; Horse – 2 gold; Horse and Cart – 3 gold; Warhorse – 3 gold. Street of Temples Draw one City card. Do not draw a City card if there is already a card of any type in this space. Tavern You must roll one die with the following results: 1) you get blind drunk and collapse in a corner – miss 1 turn; 2) you get tipsy and get in a fight with a Farmer (strength 3); 3) you gamble and lose 1 gold, but if you have no gold you must lose 1 life instead; 4) you gamble and win 1 gold; 5) a Wizard offers to teleport you to any other space in the outer region on your next turn; 6) a Boatman offers to ferry you across the Storm river to the Temple on your next turn. Temple You may roll two dice with the following results: 2) lose 2 lives; 3) lose 1 life; 4) lose 1 life or 1 follower (discard); 5) enslaved – stay here until you roll a 4, 5, or 6 on one die for your move; 6) gain 1 strength; 7) gain 1 craft; 8–9) gain 1 spell; 10) gain a Talisman; 11) gain 1 life; 12) gain 2 lives. Time Loop You must return to the space you just came from and encounter it again. Torture Chamber You must pay the Torturer 1 gold, lose 1 strength, or lose 1 craft. If you cannot forfeit one of these, then you must lose 1 life instead. Town Square You must either: i) roll one die with the following results: 1) seen bribing a Guard – take a Warrant card; 2) sent away – move to the Fields space of your choice nearest the City; 3) pay 1 gold for yourself, and 1 gold for each follower (or see 2); 4–5) pay 1 gold (or see 2); 6) no affect; or ii) arm–wrestle with a Guard (strength 5) – if you are defeated, you must either lose 1 gold (discard), or lose 1 life. Treasure Chamber You must stop here. On your next turn you must roll one die to determine which space you are teleported to with the following results: 1) Castle; 2) Temple; 3) Warlock’s Cave; 4) Portal of Power; 5) Plain of Peril; 6) Crown of Command. Tunnel Draw one Dungeon card. Do not draw a Dungeon card if there is already a card of any type in this space. Valley of Fire You can only enter the Valley of Fire if you possess a Talisman. You may then move to the Crown of Command space on your next turn. If you do not possess a Talisman, or you have not completed your Warlock’s quest then you must retreat from the inner region. Vampire’s Tower You must roll one die to determine how many lives the Vampire forces you to lose with the following results: 1–2) lose 1 life; 3–4) lose 2 lives; 5–6) lose 3 lives. The Vampire will accept followers instead of lives. You can then move to the Pits space on your next turn. Vault Draw two Dungeon cards. If there are already any cards of any type in this space, draw only enough to take the total to two cards. Village You may visit one only of the following: Blacksmith - you may purchase any of the following objects: Helmet – 2 gold; Sword – 2 gold; Axe – 3 gold; Shield – 3 gold; Armour – 4 gold; Healer – you may heal your lives back up to your starting quota at the cost of one gold per life; Mystic – roll one die with the following results: 1–3) ignored; 4) if you are evil or neutral you are converted to good; 5) gain 1 craft; 6) gain 1 spell (if your craft allows). Void, The Draw one Timescape card. Any Timescape card that is not kept must be discarded. Vortex You must roll one die to determine which space you are teleported to with the following results: 1) Crags; 2) Warlock's Cave; 3) Village; 4) Temple; 5) Plain of Peril, 6) Warp Gate. Warlock’s Cave You may go on a quest. If you do so, you must roll one die with the following results: 1) defeat another character in combat or psychic combat; 2) defeat an enemy animal, dragon, monster, or spirit in combat or psychic combat; 3) discard 1 follower; 4) discard 1 (magic) object; 5) discard 3 gold; 6) discard 2 gold. When you have completed your quest, the Warlock will teleport you back to the Warlock’s Cave and give you a Talisman as a reward. You cannot enter the Crown of Command until you have completed your quest, and you cannot go on another quest until you have completed your first one. Warp Demon You must fight this horrific creature. It has 12 strength and 12 craft. You may choose to fight it in either combat, or psychic combat. If you defeat the Warp Demon, gain 2 points of the attribute that you used. Warp Gate You must stop here before moving into the Timescape next turn. Werewolf Den You must roll two dice to determine the strength of the Werewolf that attacks you. You cannot count any strength gained from followers whilst you are fighting the Werewolf. If you are defeated you must lose 1 life and fight it again next turn. If the scores are equal neither side is harmed and you must fight it again next turn. Once you have defeated the Werewolf you can move to the Valley of Fire space next turn. Wharf, The You may either a) hire a Boat for 2 gold and move to any space in the outer region; b) you may hire a Boat for 4 gold and move to any space in the middle region; c) you may stowaway on a Boat and let the player to your right move you to any space in the outer region of their choice; or d) you may do nothing. Woods Draw one adventure card. Do not draw an adventure card if there is already a card of any type in this space. |
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