by JCool » August 15th, 2019, 12:50 pm
I have been tinkering with some new card ideas to help enhance the core HQ game (but not necessarily replace it). Below are the text for the new cards thus far (WIP, I'll be updating this thread with more as I have them ready). (Sorry for the state of the below list, I'm trying to figure out how to indent the text but it's not making its way through to the final post. )
All feedback is welcome - let me know what you think. Also, feel free to use these in your games as you see fit.
Equipment
Boots of Agility (cost: 500g)
-When rolling for defense, if you roll more shields as a defender than skulls rolled by the attacker, you may move to an unoccupied adjacent space
Boots of Superior Agility (cost: 750g)
-When rolling for defense, if you roll more shields as a defender than skulls rolled by the attacker, you may move up to the amount of spaces equal to the difference in skulls vs. shields rolled (e.g. the attacker rolls 1 skull and defender rolls 3 shields, the defender wearing these boots can move up to 2 spaces)
Locksmith Kit of Doom (cost: 125g)
-You may lock any door that you are adjacent to in the dungeon, monsters cannot open locked doors
-You may remove the lock from the door if you are adjacent to it. Doing so damages the lock and prevents future use
-One time use item
Spells
Circling Winds
-Cast on a monster to stun them for 1 turn
-Chance to hit additional targets beyond the first stunning them for 1 turn
-First additional target: Roll 2 white dice for each nearby monster, 1 skulls needed per target in the room/hallway to stun them for 1 turn
-All additional targets: Roll 2 white dice for each nearby monster, 2 skulls needed per target in the room/hallway to stun them for 1 turn
-Note: Monsters cannot move/attack/defend or take any other actions while stunned
Rolling Flame
-Target a monster, roll 1 white die for damage against the monster
-First additional target (as long as previous target was hit): Roll 1 white die for damage
-Chance to hit additional targets beyond the first
-Monsters cannot roll for defense (perhaps allow them to roll for defense and have spellcaster roll additional white dice to up the odds in their favor of at least a couple hits)
Tornado
-Cast a swirling tornado that throws all monsters in the current room or hallway to another nearby space
-Hits all monsters in a hallway or room that the spellcaster is in
-Roll 1 D6 to determine which direction a monster gets thrown by the tornado
-1: Up
-2: Right
-3: Down
-4: Left
-5/6: No effect
Reveal (addition to the Detection spell family)
-Reveal all traps and hidden doors in an exposed area of the board
-Note: Hero does not need to have line of sight to the area in order to cast this spell
Treasure Deck
Jeweled Sword Hilt
-Hiding behind some loose stones you find a sword hilt embossed with fancy jewels that surely belonged to a wealthy noble
-Value: 75 gold
Merchant Deck (the idea behind this deck of cards is that they are not full treasures, more mere trinkets that may or may not be good. Some are also cursed)
Dusty Old Lamp
-Player finds a mysterious, dusty lamp with feint lettering on the side. Rubbing the lettering off causes a swirl of smoke to encompass the player before transporting the player to an unknown spot on the board.
-Roll 2 red movement dice, count the rooms on the board available in the quest and instantly transport to the room matching the rolled result
-Lamp disappears afterwards
Embroidered Scarf (cursed item)
-Player puts on the embroidered scarf, but immediately realizes it's made of uncomfortable woof fabric causing 1 body point of damage
-Scarf is cheap and immediately disintegrates afterwards
-Some items are better left at home
Gaudy Buckler (cursed item)
-You find a "fabulous" belt buckle to accent your adventurer attire. Buckler creates the wrong kind of attention and draws all monsters towards it
-You immediately think better of it and discard the buckler
-Effect persists for 2 turns
Map
-Reveal the location of the quest objective on the game board
-One time use item
Weapons
Bolas (cost: 50 gold)
-Thrown bolas at a monster to incapacitate it - monster cannot move for 3 turns
-Monster will break free after 3 turns, at which point the bolas is broken
-Monster attacks with 1 less combat die but not fewer than 1; can defend as normal
-Bolas can be recovered after monster has been defeated if not broken
-Note: Players can hold up to 2 Bolas weapons
-If more than 5 spaces from a monster, roll 1 combat die to determine if the bolas hits or misses the monster
-Skulls hit, all other results miss
-Missed bolas shots have the bolas landing at the monster's feet where they can pick it up and use it against the heroes