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Alternative treasure decks

PostPosted: April 2nd, 2015, 4:44 pm
by Ethica
I just wanted to share an idea I've just come up with.

If you have more than 1 deck of treasure cards you could mix them up to create an unlucky deck with more traps an wanderingmonsters, and another deck that has more treasure and potions.

You could use the worse deck for harder quests, or draw from it when a hero has been 'cursed' by a spell or hag.

Re: Alternative treasure decks

PostPosted: April 2nd, 2015, 4:50 pm
by torilen
Great idea. I'll have to store that one away for later. Thanks for sharing.

Re: Alternative treasure decks

PostPosted: April 2nd, 2015, 4:53 pm
by knightkrawler

Re: Alternative treasure decks

PostPosted: April 2nd, 2015, 4:58 pm
by Goblin-King
I don't know... I think the treasure deck is quite hazardous as is already; with the bad cards being shuffled back in...
Also considering you want to examine the rooms for quest note treasure, you shouldn't be prohibited by facing a danger deck.

Re: Alternative treasure decks

PostPosted: April 2nd, 2015, 5:22 pm
by knightkrawler
Quest note treasure is always found in the first search of the room or any piece of furniture in it.

Re: Alternative treasure decks

PostPosted: April 7th, 2015, 10:46 pm
by sadkitchen
On the rare occasion of being cursed, Zargon drew 2 treasure cards and chose which one you found. (I don't ever remember getting blessed, but it was implied that if it happened, then the searching hero would be the one who would get to choose from the treasure cards.)

-sadkitchen

Re: Alternative treasure decks

PostPosted: April 8th, 2015, 1:40 am
by cynthialee
The deck should be properly stacked before the game. Remove any cards that do not fit with the dungeon at hand and maybe add some extras that do fit the scene. Also stack it such a way so that they do not get stuck pulling every hazard in the deck all in a row, nor do you want all the hazards on the bottom and the heroes making out like bandits without paying for those treasures. Of course there should be somewhere in the deck with a string of hazards and a string of rewards... ;)
This is just my opinion on how to help ensure that the game is properly challenging and rewarding.

Re: Alternative treasure decks

PostPosted: April 8th, 2015, 3:18 am
by Diggin
I like the layout of the current (european) deck with only one player to search per room/corridor, sometimes people find just good stuff until later, sometimes they get all baddies. When it starts out bad for the heroes i save those hazards a few turns before shuffling them back in.

Re: Alternative treasure decks

PostPosted: April 8th, 2015, 8:04 am
by mitchiemasha
An unlucky deck would put people off searching and destroy the game. What i'd love to have seen is more new treasure cards in the expansions.

Re: Alternative treasure decks

PostPosted: April 9th, 2015, 2:06 pm
by Goblin-King
knightkrawler wrote:Quest note treasure is always found in the first search of the room or any piece of furniture in it.

True, but if there isn't any QN treasure you still draw a card from the deck...

cynthialee wrote:The deck should be properly stacked before the game. Remove any cards that do not fit with the dungeon at hand and maybe add some extras that do fit the scene. Also stack it such a way so that they do not get stuck pulling every hazard in the deck all in a row, nor do you want all the hazards on the bottom and the heroes making out like bandits without paying for those treasures. Of course there should be somewhere in the deck with a string of hazards and a string of rewards... ;)
This is just my opinion on how to help ensure that the game is properly challenging and rewarding.

From the sound of it you don't shuffle hazards back into the deck?

Making a "themed" deck I can dig.
But I would never stack the cards. The randomness is part of the fun in my opinion. The strings of luck / bad luck still occurs...
The way I see it, it's not a mattor of them having to "pay" for the treasure. It's more like a gamble. You want treasure you gotta take the risks.

Will to draw a card = Amount of treasure drawn x desire for more loot
                                                       remaining BP