Anderas' HQ: living rule book
Posted: November 14th, 2015, 3:40 pm
This is my questbook in four difficulty steps. It is not a beauty, but it allows to adapt the difficulty of the base game quests to your hero group.
Base Quests in four difficulty steps
Magic first.
The spell cards are all renewed. Also, they are 9 Spells per group. The wizard may spend his gold getting more spells over time.
Have fun. I find failures each time I look at them, so if you bother to download them, I would be happy about remarks if you find failures.
US Format version
EU Online version of the spells
EU Phone version of the spells
EU Professional printer version of the spells (43 Megabytes)
German translation of my cards
Those "professional printer" graphics fit with the 44 x 67 mm card format (that's 1.73" x 2.64" ); better known as "Zombicide card format".
If you're ready to accept less than 300 dpi, they also fit 2.32" x 3.58" (59mm×91mm); that's nearly double the square inches and better for the eyes.
Between the quests:
Wizards may go to the wizards university tower and study:
Deepen, 100 Gold: Name a Spell Group. Get the right to draw one spell more from that Spell Group, up to a maximum of your Mind Points .
Specialize, 50 Gold: Name one spell. If you choose that spell's group, you can take that spell directly in the future. This does not increase the number of cards drawn from this group, it just avoids that you have to take it randomly. Draw the other spells from that group for your hand at random.
Widen, 300 Gold: Get the access to a new spell group that you didn't possess until now. Start with 3 spells.
For the Hero development that means:
1200 Gold to spend just to get to know the new groups
4000 Gold if you want to be master everywhere
2400 Gold if you want to have 6 Spells everywhere, or if you got some mind points from artifacts, it can even go up to 8 spells everywhere for 4000 Gold
If you want to specialize on your favorites in every spell group, let's say two per group, that's 800 Gold more.
Means if the wizard really wants to know it all, he spends up to 10 000 Gold; that's a nice package and will take a while longer than for the others.
Finally, it offers completely new magician Hero choices: Our base game wizard was an Elementalist. You can now generate all sorts starting wizards with four of those groups, or wizard specialists with one or two spell groups but who take more spells per group....
Balur the Fire Mage, for example, could be a Master Fire Specialist who knows all 9 Fire Spells but nothing else. But: He knows of course the master version of each spell.
Base Quests in four difficulty steps
Magic first.
The spell cards are all renewed. Also, they are 9 Spells per group. The wizard may spend his gold getting more spells over time.
Have fun. I find failures each time I look at them, so if you bother to download them, I would be happy about remarks if you find failures.
US Format version
EU Online version of the spells
EU Phone version of the spells
EU Professional printer version of the spells (43 Megabytes)
German translation of my cards
Those "professional printer" graphics fit with the 44 x 67 mm card format (that's 1.73" x 2.64" ); better known as "Zombicide card format".
If you're ready to accept less than 300 dpi, they also fit 2.32" x 3.58" (59mm×91mm); that's nearly double the square inches and better for the eyes.
Between the quests:
Wizards may go to the wizards university tower and study:
Deepen, 100 Gold: Name a Spell Group. Get the right to draw one spell more from that Spell Group, up to a maximum of your Mind Points .
Specialize, 50 Gold: Name one spell. If you choose that spell's group, you can take that spell directly in the future. This does not increase the number of cards drawn from this group, it just avoids that you have to take it randomly. Draw the other spells from that group for your hand at random.
Widen, 300 Gold: Get the access to a new spell group that you didn't possess until now. Start with 3 spells.
For the Hero development that means:
1200 Gold to spend just to get to know the new groups
4000 Gold if you want to be master everywhere
2400 Gold if you want to have 6 Spells everywhere, or if you got some mind points from artifacts, it can even go up to 8 spells everywhere for 4000 Gold
If you want to specialize on your favorites in every spell group, let's say two per group, that's 800 Gold more.
Means if the wizard really wants to know it all, he spends up to 10 000 Gold; that's a nice package and will take a while longer than for the others.
Finally, it offers completely new magician Hero choices: Our base game wizard was an Elementalist. You can now generate all sorts starting wizards with four of those groups, or wizard specialists with one or two spell groups but who take more spells per group....
Balur the Fire Mage, for example, could be a Master Fire Specialist who knows all 9 Fire Spells but nothing else. But: He knows of course the master version of each spell.