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Robert Seater
United States Ashland Massachusetts
Director of Game Development at Cambridge Games Factory
Feed me...games...
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I played around with the deck today to see if I could accomplish the "three decks" approach with just 1 deck. I also wanted to reduce the cash flow from defeating monsters, and tweak some other cards.
Rules: Each monster has a level. You may choose to avoid monsters with level higher than the current year. You must fight monsters with level equal to the current year.
Whenever you draw a location, you may visit it. Then keep drawing cards until you hit a monster. All events & terrain keep accumulating until you hit a monster. They reset even if you choose to evade the monster.
Each terrain has 3 lines of text, for the 3 years. When exposed, use the row corresponding to the current year. I've currently given each terrain 3 names, but I think that's annoying and it should probably go back to 1 name for the entire card (with 3 varying effects). But the different names does add some theme.
Omit the Witch's Deck. Include all of Andreas's new heroes.
Players start with $50 and 1 hero, chosen from 3 randomly displayed heroes. I just did this solo, so this is orthogonal to the question of how to handle multi-play.
You win the game by defeating Grimlock or by defeating every monster but Grimlock. At the end of year 3, every surviving monster (including Grimlock) attacks you at once, and you must kill them all to win.
Adventure Deck: Spells Blind: Prevent 1 monster attack before it is rolled Transmute: sell 1 item, then buy 1 item (from blacksmith or alchemist) Form Fate: View and rearrange the top 7 cards from the deck Teleport: You may retreat from any battle after seeing an attack roll but before applying the damage from it. Weaken: Give a monster -2 DEF for the entire battle Shatter: Destroy 1 item or force a player to lose $100. Strengthen: Add +3 to an attack roll before rolling.
Adventure Deck: Events Curse: Until the next monster is revealed, discard all spells drawn and purge all terrains and events drawn. Purged cards are kept with used spells. Treasure Find: Gain a level X treasure, where X is the current year. Blood Star: All heroes and monsters have ATK +2. Bad Omen: The next monster has -1 to its level. Windfall: Double the reward of the next monster. Highway Robbers: Randomly choose one of your items. Discard it or pay its cost. Alms: The player with the most money pays 50xYear to the player with the least money. If there is a tie, the leader breaks the tie. Fog: All heroes and monster have DEF +2. Festival: If all players agree to pay 50, then heal all heroes.
Adventure Deck: Locations 2x Blacksmith: buy any amount of equipment (same prices as before) 2x Tavern: Each hero may pay 50 to heal completely. You may pay 300 to view 3 random heroes and add 1 to your band. 2x Alchemist: buy any number of potions. See new list given below. 1x Witch: either pick 1 purged card at random or pay 50 to choose any 1 purged card. Put that card on top of the adventure deck. 1x Traders: sell any number of items for their face value
Adventure Deck: Terrain (each group of 3 is one card) 1) Meadow: nil 2) Forest: nil 3) Jungle: nil
1) Valley: monsters ATK +1 2) Mountain: monsters ATK +2 3) Cliff: monsters ATK +3
1) Pasture: nil 2) Thicket: nil 3) Swamp: monsters +1 LP
1) Slums: heroes cannot us potions 2) Sewers: heroes cannot use potions or spells 3) Ruins: heroes cannot use potions or spells or innate skills
1) Road: Heroes +1 INT 2) Bridge: Heroes +2 INT 3) Tunnel: Heroes +4 INT
1) Hills: Monsters +1 INT 2) Mine: Monsters +2 INT 3) Cave: Monsters +4 INT
1) Coast: monster level -1, monster reward + treasure level I 2) Peninsula: monster level -1, monster reward + treasure level II 3) Island: monster level -1, monster reward + treasure level III
Alchemist Deck: new potions 100 --> potion of healing. Discard at any time to heal 1 wound. 200 --> potion of wind. Discard at any time to immediately let one hero attack an extra time. 50 --> potion of invisibility: Discard to reroll any 1 die.
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