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Re: ShuffleQuest Playtest: The Trial

PostPosted: January 12th, 2014, 11:54 pm
by gootchute
I agree that not needing an external source would be nice, and maybe it is just me.... because I can't tell at a glance which room is represented by the ards besides the obvious ones. I can see how having the board in front of you would help, but since the tiles are modular they will not be arranged in the standard layout for a reference and the quest books do not have the necessary artwork. Does that make sense?

Anyway, simple solution is to change the names to something like: "SE Long Room" and "NW:SE Square Room" (the bookcase room with 2 chaos warriors and the table room with two goblins in The Trial respectively). Doing that would make them fully compatible with ShuffleQuest... the corridors are another issue. I dislike the Warhammer Quest corridor method and was striving to achieve similar lengths and maze like features as the official quests.

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 13th, 2014, 1:04 am
by chaoticprime
Sure, adding that information would work.

I have specific corridor portions that could be stacked individually in the corridor deck.

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 13th, 2014, 4:51 am
by JasonMCM
Here is my suggestions (and the thought process behind them) for corridor creation

Starting in a hallway the following options can happen;
-corridor continues
-corridor turns left or right
-corridor continues straight AND branches left or right
-corridor branches both left and right, but dead ends
-corridor dead ends

In addition to these the following can also take place
-nothing
-one or more doors
-one or more monsters
-one or more traps
-one or more secret doors (will not be represented by a card)

So here is how I suggest we make this work.
You will need multiple corridor tiles of the following sizes:
- 2x1, 3x1, 4x1, 5x1, and 5x2
To make the corridor deck gather all 2s, 3s, 4s, 5s, and the 6 of diamonds (can be any 6 but I chose diamonds for simplicity sake.)
When a corridor is needed follow the following steps to determine what and how it gets placed
-Draw a card and place a tile of that size into play (6 of diamonds stands for a 5x2 hallway)
-If entering a new corridor from a room, a red cards will have it's corridor run along the wall of the room being exited while black card's corridor will run perpendicular.
-Draw another card and follow the chart to see what direction the corridor travels at the current end of the corridor tile.
-Corridors that turn are marked with open doors until heroes get close enough to look down them.
-Draw yet another card to see the contents of the current tile, following the directions pertaining to the following chart with the following rules;
--Only one trap can be sprung at a time. If additional trap cards are sprung treat them as Nothing, draw again instead.
--Blocked squares caused by falling block traps can be cleared, to do this heroes must accumulate 4 skulls (Barbarian and dwarf can roll 3 dice when attempting this while elf and wizard roll 2 dice)
--If you draw a second door for the same side of the corridor, treat it as a nothing or nothing, draw again depending if the door card had draw again on it.
-Repeat as necessary if the corridor continues straight or if you just entered the corridor from a room and you need to see in the other direction as well.

Card drawn At End of Current Tile Contents of Current Tile
2 of diamonds corridor continues straight nothing
2 of hearts corridor continues straight nothing
2 of clubs corridor continues straight nothing
2 of spades corridor continues straight nothing
3 of diamonds corridor continues straight nothing
3 of hearts corridor continues straight nothing
3 of clubs corridor branches left and continues straight nothing
3 of spades corridor branches right and continues straight nothing
4 of diamonds corridor turns to the left door on the left, draw again
4 of hearts corridor turns to the left door on the left
4 of clubs corridor turns to the right door on the right, draw again
4 of spades corridor turns to the right door on the right
5 of diamonds corridor dead ends monster in corridor, draw again
5 of hearts corridor dead ends monster in corridor, draw again
5 of clubs corridor dead ends a spear trap is sprung by exploring hero, draw again
5 of spades corridor dead ends a pit trap is sprung by the exploring hero, draw again
6 of diamonds corridor branches left and right a falling block trap is sprung by exploring hero, draw again


Note: You will be going through the corridor deck like crazy. I hope you like shuffling.
Second Note: When using the joker for the exit door, whenever it is drawn the exit door will be in that tile placed. Draw again for whichever step you were on and place the exit door when everything is complete.

And obviously this information could easily be put onto corridor cards that do not have suits and the such like others were talking about room cards and the such.

Hope this makes sense. :D

-JasonMCM
P.S. The table function isn't as functional as one would hope. (or there was some user error that made it so.)
P.P.S This was supposed to be a quick post that turned out that it was going to take 1/2 my shift to complete. (It's a good thing that I don't do much while at work ;))

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 13th, 2014, 9:10 pm
by gootchute
I'm going to read through your post more carefully later Jason MCM to see how it differs from my table.

Just remember that when using the joker for the exit door it is withheld from the corridor deck until the closest closest intervening room is found, then shuffle it into the corridor deck.

I do have a whacky idea of making a HUGE corridor deck which generates an entire section (doors monsters traps and all) if I decide to ditch the playing cards and go the custom card route.

Anyone have any suggestions for making cards? chaoticprime I'm looking in your direction. I only have G.I.M.P. to work with.

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 13th, 2014, 9:32 pm
by chaoticprime
I have a fully modular board. There are 24 1x3 hallway sections, two 2x3 sections, eight 1x3 corners, four 1x3/1x3 intersections, and two 2x3/1x3 intersections.

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 13th, 2014, 9:57 pm
by gootchute
I've seen it it's pretty awesome!

I tried downloading the Photoshop templates on the INN, but they don't open properly in gimp. Apparently gimp is gimped, it cannot retain text boxes from PS. I need to simply create new text boxes... but the HeroQuest Font list on the website does not tell which fonts are used on the cards. Does anyone know?

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 13th, 2014, 10:07 pm
by chaoticprime
Romic.

Also, converted template to .tiff.

https://drive.google.com/file/d/0B1OKUi ... sp=sharing

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 13th, 2014, 10:16 pm
by gootchute
ah thanks, I assume that is the US font based on your location. Request sent.

edit: I have Romic on my computer already but the letters run together. I also have Romic Standard Light but the font is slanted as if always italicized. Maybe your version is closer to the HQ card title font. Looking at my cards it appears there are two fonts, title and text. The text font looks a lot like a basic one, probably Times New Roman or Cambria.

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 14th, 2014, 12:04 am
by chaoticprime
The Italicized Romic is for the Card Backs.

You need to find the right point size--try 7. Also try changing the width between characters and spacing between lines.

Re: ShuffleQuest Playtest: The Trial

PostPosted: January 14th, 2014, 2:56 am
by JasonMCM
I just used my adjusted method to generate a map for a variaton on The Trial that I had laying around and it worked rather good.
I did adjust the trap/secret doors due to the map being generated ahead of time. On the black 5s and the 6 of diamonds instead of triggering a trap (which obviously cannont happen, I drew yet another card, if it was a diamond I put a spear trap in the corridor, heart-pit trap, club-falling block trap, and finaly spade-secret door.

If I can figure out a way to do it (without the set map Hero Scribe won't work very well for me) I may try to run a play by post of it to see how it works.

-JasonMCM