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Count Mohawk wrote:Deadalus's version of the Dazzling Gemstone affects the average movement roll of a Hero as follows:Suffice to say, holding this gem is more debilitating than you might think! I think the Barbarian would have to throw away even Deadalus's 'softer' version, and the Dwarf would be reduced to comically slow levels if he tried to keep it.
- 6+ Mind Points (Wizard): 7.0
- 5 Mind Points (Alchemist): 5.0 (3% to skip turn)
- 4 Mind Points (Elf): 3.3 (11% to skip turn)
- 3 Mind Points (Dwarf): 2.0 (25% to skip turn)
- 2 Mind Points (Barbarian): 1.0 (44% to skip turn)
- 1 Mind Point (Goblin): 0.3 (69% to skip turn)
The thing that I don't like about this version is that it shreds off the Heroes' best movement rolls; I'd just as soon use a variation that had roughly equivalent chances to waste time but still afforded the possibility of rolling a 12 to escape the dungeon or catch up with the other Heroes on occasion. I'd probably say something like "Roll an additional 'normal' die during each of your movement phases; you skip that move if the extra die rolls higher than your Mind Points.", although I don't know how to word it in 'normal' Hero Quest-speak.
Anderas wrote:What about a version that lets you lose your movement if you roll a double that's higher than your mind points.
That way you lose a maximum of 17% of your movements, and all the heroes are still affected, even the Wizard.






Daedalus wrote:Yeah, I proposed that in my revised card (choice 3) in this post. In the following post, Count Mohawk explained how he felt it was too restrictive. I agree with your point about simplicity, but I also agree reducing moment can hurt gameplay. Look how few Heroes want to deal with plate mail for long.


Maurice76 wrote:Daedalus wrote:Yeah, I proposed that in my revised card (choice 3) in this post. In the following post, Count Mohawk explained how he felt it was too restrictive. I agree with your point about simplicity, but I also agree reducing moment can hurt gameplay. Look how few Heroes want to deal with plate mail for long.
Serves me right, for just skimming the topic. However, the point stands that the card has a penalty attached to it and in whatever suggested form, it hampers movement in one way or another. If you don't want to do that (due to players not liking that), you would need to find another penalty instead - if you want to have a downside attached to the card anyway.




Anderas wrote:New preview with some corrections.
I call this the "Mobile phone format" because in widescreen you can perfectly zoom to 3 playcards and in portrait view you can perfectly zoom to one playcard.
Anderas wrote:What do we do about the snake pit? Do we replace it with a "Poison", in order to have the unknown potion more interesting also for NA players? Maybe then we add also one good card on top, to be nice enough?![]()
Anderas wrote:. . . For the smoke hazard, the point is not so much about stealing turns (even if I do); it is more about having one more Mind Point Check. . . .
Hidden Gems! .Rubble is strewn all about this room. Roll a number of Red Dice equal to your Mind Points. For each die that you roll below your Mind Points, you discover that many semiprecious gems. Each stone is worth 5 gold coins. Total the money and record it on your sheet. Do not return this card to the deck. |


Daedalus wrote:If separate NA/EU folders are set up


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