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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
JCool wrote:I like these room cards a lot! They add just the right level of shock factor if the heroes are having too easy a time or are getting bored.
I'm not sure I would use them for every room - but maybe something like every 3rd room or so would be the right frequency. Stacking them up on the side definitely encourages players to explore vs. linger, but that's actually one aspect of the game I like - there's no timer. Conversely, the D&D Adventure Game series will punish players for not taking enough actions and pushing the envelope with every turn, turning the game into a Dungeon Race vs. Crawl.
Personally I would make sure the players still get to experience the slower crawl of the dungeon but also introduce enough randomness via these cards to keep the pace going so they don't get bored. As with everything it's a fragile balance but I think these help a lot! Nicely done Pancho!
Anderas wrote:I like your take on EWP cards!
I tested my variant thouroughly. They make the game harder.
Certain quests are designed with long hallways... there you have to take care that you don't overdo it.
I have seen some nice ideas in those cards which I don't have in mine yet. I will get cleptocreative again, I think!
By the way, do you know that apparently there is an EWP card for your posting?
It says
"As soon as you start to read, think or write about this topic, either wife or daughter will appear according to the rules of wandering monsters".
This is my, like, 10th attempt to finally comment on this post.
Anderas wrote:I like your take on EWP cards!
I tested my variant thouroughly. They make the game harder.
Certain quests are designed with long hallways... there you have to take care that you don't overdo it.
I have seen some nice ideas in those cards which I don't have in mine yet. I will get cleptocreative again, I think!
By the way, do you know that apparently there is an EWP card for your posting?
It says
"As soon as you start to read, think or write about this topic, either wife or daughter will appear according to the rules of wandering monsters".
This is my, like, 10th attempt to finally comment on this post.
Pancho wrote:Rules; each time it is the Evil Wizards turn and there are no monsters on the board, the players draw one Room card at random from the deck and place it face down next to the game board, i.e. not revealed just yet. These cards will begin to stack up if the Heroes don't explore fast enough. Whenever a Hero opens a door to any room that has not yet been activated, and is not a boss room or room with its own special tile, one of the drawn Room cards is flipped over and the directions followed immediately. The effect takes place even before the Hero has walked into the room, i.e. whilst he is still in the square outside the door. If their are multiple monsters in the room and the card effects only one, it is always the biggest monster/most BP etc. As some cards are situational, they may not always be actionable, in which case the Heroes have had a lucky escape this time with the card being discarded back to the main deck. Room cards only effect rooms, entering a corridor has no effect.
lestodante wrote:Pancho wrote:Rules; each time it is the Evil Wizards turn and there are no monsters on the board, the players draw one Room card at random from the deck and place it face down next to the game board, i.e. not revealed just yet. These cards will begin to stack up if the Heroes don't explore fast enough. Whenever a Hero opens a door to any room that has not yet been activated, and is not a boss room or room with its own special tile, one of the drawn Room cards is flipped over and the directions followed immediately. The effect takes place even before the Hero has walked into the room, i.e. whilst he is still in the square outside the door. If their are multiple monsters in the room and the card effects only one, it is always the biggest monster/most BP etc. As some cards are situational, they may not always be actionable, in which case the Heroes have had a lucky escape this time with the card being discarded back to the main deck. Room cards only effect rooms, entering a corridor has no effect.
So.. if the heroes are wandering and losing time you let them draw a card. But the card will become active only when they will enter inside a new room, correct?
How do you estabilish WHEN the Heroes are wasting time?
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