The Hotness
Games|People|Company
Princes of the Dragon Throne
Total War
Mage Knight: Board Game
Infiltration
Winter Tales
Eclipse
Empires of the Void
The Lord of the Rings: Nazgul
Dominion
Lords of Waterdeep
Doctor Who: The Card Game
Ground Floor
Mice and Mystics
Descent: Journeys in the Dark (Second Edition)
Virgin Queen
A Game of Thrones: The Board Game (Second Edition)
Android: Netrunner
Twilight Struggle
King of Tokyo
Glory to Rome
The Lord of the Rings: The Card Game
Dominion: Dark Ages
Agricola
Agricola: All Creatures Big and Small
Hegemonic
Snowdonia
Conquest Tactics
Munchkin
7 Wonders
Pirate Dice: Voyage on the Rolling Seas
7 Wonders: Cities
Arkham Horror
Through the Ages: A Story of Civilization
7 Wonders: Catan Island
Village
1989: Dawn of Freedom
Among the Stars
Race for the Galaxy
The Castles of Burgundy
Libertalia
Dominant Species
War of the Ring
Last Night on Earth: Timber Peak
Ora et Labora
King of Tokyo: Heidelbärger Brockenbär Promo Character
Star Wars: X-Wing Miniatures Game
Space Pirates
City of Horror
Kingdom Builder
Goa
File Info Subscribe sub options | File Rolls
Board Game:
Title:
Language:
English
Uploaded By:
Jorge Arroyo
Spain

Madrid
designer
Avatar
mbmbmbmbmb
License: © All rights reserved
Tags:
Your Tags: Add tags
Popular Tags: [View All]
Recommendations:
Recommend
12 
 Thumb up
 tip
Files
Apr 21, 2009
The Realm of the Heroes 2 - BETA.pdf (103 KB) (Log in or Register to download.)
Version 2.0.1 BETA (Current as of April 21, 2009)

New version of this variant with some important untested changes. The goal is to make this game more open ended and this variant tries to adapt the goal system from Magic Realm
Downloads:299
Post Comment
Dreamteam


msg tools
mbmbmb
It's interesting that this variant concentrates on applying the victory conditions from MR to RotH, since there has been some criticism here on BGG and elsewhere that the player-defined victory conditions in MR make that game too easy/repetitive. This gave rise to a "Quests" variant for MR (kind of making MR more like RotH in fact).

Anyways, one of the points that MR fans seem to really enjoy is the fact that the randomness of the MR game system almost guarantees that no two games are ever exactly alike. I have never played RotH, (I have read through the rule re-write posted here on the Geek however), but some reviewers seem to think that the monsters/quests that are fixed to the same location in every game creates a weak point and can lead to limited re-playability.

With this in mind, several ways for making RotH more like MR would be to:

1. Figure a way to randomize the locations/placement of the "PA" counters (diceroll?) and other tokens on the board at start, as well as start locations of the players.
2. Have "revealed" monsters prowl within their tile, so players have to contend with unexpected combat situatitions.
3. Have the location/goals/destinations of certain quests change from game to game instead of being fixed.
4. Some kind of game mechanism that would allow tiles to be rotated or re-organized so that the map changes during gameplay.
5. A massive expansion of Magical Artifacts and Spells (using Scrolls whose use is tied to a players 3 basic attributes?) so as to add more variety, and reduce the certainty that each item will always appear in any given game.

Just a few ideas. Hope these suggestions might help someone in creating their own variant.
 
 Thumb up
 tip
 Thumb up
  • Edited Mon Mar 22, 2010 12:13 am
  • Posted Sun Mar 21, 2010 11:58 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jorge Arroyo
Spain

Madrid
designer
Avatar
mbmbmbmbmb
Well, some experienced MR players do say the VP system in MR ends up failing because everyone just knows what the best combination is for each character. It may be true, but you need to play A LOT to reach that point (some of these people have been playing for for 15+ years). I'm still in the stage where I enjoy the VP system as I'm not so experienced with the game yet...

With that in mind, what I wanted to accomplish in applying these victory conditions to RotH was to make the game more open ended and less like a race, which is what most Fantasy adventure games nowadays feel like (thinking of Runebound too).

 
 Thumb up
 tip
 Thumb up
  • Posted Mon Mar 22, 2010 12:37 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Dreamteam


msg tools
mbmbmb
Understood. One thing I was wondering about your variant as it stands:
Since the Nameless One's Guards don't die and they are concentrated in a relatively small area, wouldn't a player who has built up their skills enough to easily defeat the Guards then be able to quickly rack up a massive score simply by attacking the Guards each turn?
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Mar 22, 2010 3:15 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.