Recently we brought you a first look at upcoming CCG Dungeon Crawler. This week we have two exclusive preview cards: the lurking Jungle Troglodyte and the clever magic spell Phase.
Jungle Troglodyte is a character, one of the villainous creatures you might meet as you wander the dungeon corridors. It only contributes one point toward the encounter limit, so he’ll probably have some friends along.
Because it only has a stamina of zero, the Troglodyte can’t stick around. Even if your adventurers don’t damage it, it will be removed at the end of the encounter. You’ll probably want to deal with it, though, because the Trog deals a nasty attack. Its power of 4 means the adventurers will have a hard time handling it during the dungeon’s attack, and the poison ability means whichever adventurer gets wounded by it will take extra damage. All that poison coursing through your veins isn’t healthy. Might want to keep a Purge Blood handy.
The interesting thing about Phase is the extra block of text. Instead of one adventurer being immune to harm, all of them are. How do you activate this improved version of the card? By Boosting it. Note the two symbols to the left of the Boost text — those correspond to class symbols. Adventurers, like the Gypsy Stormcatcher, have these symbols in the lower left — if you have an active adventurer with the matching symbol, you can access the Boost text instead of the regular text on a card like Phase.
Come back next week when we’ll have two more Dungeon Crawler preview cards, and we’ll discuss the competitive version of the game.