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At the end of each of his turns, Morcar rolls a combat die. If the result is a ‘white shield’, he may place a wandering monster anywhere on the board, in any room or corridor that the players have visited but no longer occupy. If such an area does not exist, Morcar does not place a wandering monster.
At the start of each of his turns, the Evil Wizard Player rolls a combat die. If the result is a ‘black shield’, he may place a wandering monster on any square at the limit of the Heroes vision and can immediately take a turn with it as normal. The monster must be placed on a square that can be seen by at least one Hero, and that is adjacent to a square that cannot be seen by any Hero. If such an area does not exist, the EWP does not get to place a wandering monster.
cornixt wrote:If monsters spawning behind the heroes is a problem, them just add them to the next unexplored area instead, so they get revealed in addition to everything else in the new room.
The Admiral wrote:In my opinion, the trouble with that system is that it creates the same problem I experienced with the EW card rules. This is a gradual build up of monsters behind the Heroes. The Heroes begin to spend more and more time trying to manage what is going on behind them and less on the fun part of exploring new rooms. Sure It started out being fun, but I found it soon became really boring.
Also It doesn't take into account the party size. It gives one monster a turn every three turns on average. Fine for a normal party, but not for smaller parties or solo quests. The EW cards have the same problem.
Bareheaded Warrior wrote:The Admiral wrote:In my opinion, the trouble with that system is that it creates the same problem I experienced with the EW card rules. This is a gradual build up of monsters behind the Heroes. The Heroes begin to spend more and more time trying to manage what is going on behind them and less on the fun part of exploring new rooms. Sure It started out being fun, but I found it soon became really boring.
Also It doesn't take into account the party size. It gives one monster a turn every three turns on average. Fine for a normal party, but not for smaller parties or solo quests. The EW cards have the same problem.
In terms of your first point, the build up of monsters behind the heroes, I don’t agree. My proposed rule states Morcar places a Wandering Monster “on any square at the limit of the Heroes vision and can immediately take a turn with it as normal”. Obviously exactly where those squares might be will vary depending on the Heroes position and the dungeon layout but typically if they are in a room then it will be in the open doorway (behind them), if in a passageway it is likely to be either the corner behind them or the corner in front. Having placed the monster Morcar can immediately take a turn with it, that is move (and potentially attack). In most cases this will mean that by the end of the monster’s turn it will be either next to and attacking or close to at least one of the heroes, combine this with the monster appearing typically 1 in every 6 turns (not 1 in 3 as you stated) means that there is no build-up of monsters behind the Heroes, just an occasional surprise appearance (and potentially attack) from a Wandering Monster from the front, side or rear.
In terms of your second point I agree that I haven’t tried to adapt this for much smaller or larger party sizes than the typical 4 as I generally play with 4 heroes and for solo heroes and groups of 6+ many aspects of the game would need revisiting including this, but I can have a go at that now.
Party size
1 = [1/36] roll 2 combat dice - both black shields
2-3 = [1/9] roll 2 combat dice - both white shields
4 = [1/6] roll 1 combat die - black shield
5-6 = [1/4] roll 2 combat dice - both skulls
7-9 = [1/3] roll 1 combat die - white shield
10-12 = [1/2] roll 1 combat die – skull
In terms of the benefits of either system I agree with you on the benefits that you have listed (and the need for them).
Pancho wrote:Something confused me about this thread, Admiral it looks like you were playing a different system of Evil Wizard Cards to what I’ve always used. There is no build up of monsters behind the Heroes with the system I’ve been using, which I imagine would get tedious after a while. This is the system I use, here; http://english.yeoldeinn.com/downloads/ ... wizard.pdf
What rules have you been using?
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