Evil Wizard card rules that require no Evil Wizard cards
I really like the Evil Wizard cards as they achieve two results. First, they encourage to Heroes to get a move on or suffer the consequences. Secondly, they add a level of enjoyment to the EW player. I found the actual rule of a card a turn as too powerful. I also found the cards were used in the same situations all the time and that monsters appearing behind the Heroes just became tedious. My personal rules tailor the rate the cards arrive, and how many monsters/traps can be spawned to the size of the party. I have changed how some of the cards work, and added a more random nature to their use.
I think one of the main obstacles to their use is having to make the cards in the first place. I present here a simplified version of my rules that needs no cards making, but is still tailored to the party size and has the effect of encouraging the Heroes along. Instead of EW cards, use the Monster cards. Take whatever monster cards are appropriate to the quest and shuffle them. Place the cards face down to the side.
1) EW card phase - This occurs at the very start of the EW player's turn. The EW should draw a token (use anything) for each Hero in the party. Henchmen count as Heroes as follows: 1-2 = 0, 3-6 = 1, 7-10 = 2, 11- 14 = 3, 15+ = 4. If the EW now has 16 or more tokens, discard 16 tokens and draw a monster card. That card should not be known to the Heroes until it is later played.
2) The Spawning level - This corresponds to the number of tokens the EW draws e.g. 4 Heroes and 4 Henchmen would allow the EW to draw 5 tokens a turn and would give a Spawning Level of 5. The Spawning level is how many cards the EW may hold. If a card is drawn that takes the EW above the level, a card must be discarded. The Spawning level will also dictate how many monsters may be added to a room (see below).
3) Spawning monsters - Monsters may only be spawned in rooms. When a door to a previously undiscovered room is opened, the EW may add monsters to that room using the cards in hand. Monsters may not be added to a room to take the room above its Spawning level. Each monster and trap (not chest or furniture traps) already in the room counts towards that Spawning Level. e.g If we take the example above where the Spawning Level was 5, lets say a door is opened to a room with 2 monsters in it plus a pit trap. The EW could therefore add two monsters to that room. Once per quest, after the EW card phase, the EW may spawn a monster at the quest entrance i.e. it is either placed on the stairway tile, or comes through the entrance door.
4) Placement of spawned monsters - They may not be placed directly in the doorway, or on a trap square. If there is not enough room to place all allowed monsters, they may not be spawned.
5) Monster card deck - As each monster is spawned, its matching card is discarded face up into a discard pile. If a card must be drawn and there are are no more available, shuffle the discard pile to create a new deck.
This method doesn't have the tactical fun of my EW cards, but will add something to the game and result in some consequences to a party that dawdles. Anyone wanting my full rules please PM me.
I think one of the main obstacles to their use is having to make the cards in the first place. I present here a simplified version of my rules that needs no cards making, but is still tailored to the party size and has the effect of encouraging the Heroes along. Instead of EW cards, use the Monster cards. Take whatever monster cards are appropriate to the quest and shuffle them. Place the cards face down to the side.
1) EW card phase - This occurs at the very start of the EW player's turn. The EW should draw a token (use anything) for each Hero in the party. Henchmen count as Heroes as follows: 1-2 = 0, 3-6 = 1, 7-10 = 2, 11- 14 = 3, 15+ = 4. If the EW now has 16 or more tokens, discard 16 tokens and draw a monster card. That card should not be known to the Heroes until it is later played.
2) The Spawning level - This corresponds to the number of tokens the EW draws e.g. 4 Heroes and 4 Henchmen would allow the EW to draw 5 tokens a turn and would give a Spawning Level of 5. The Spawning level is how many cards the EW may hold. If a card is drawn that takes the EW above the level, a card must be discarded. The Spawning level will also dictate how many monsters may be added to a room (see below).
3) Spawning monsters - Monsters may only be spawned in rooms. When a door to a previously undiscovered room is opened, the EW may add monsters to that room using the cards in hand. Monsters may not be added to a room to take the room above its Spawning level. Each monster and trap (not chest or furniture traps) already in the room counts towards that Spawning Level. e.g If we take the example above where the Spawning Level was 5, lets say a door is opened to a room with 2 monsters in it plus a pit trap. The EW could therefore add two monsters to that room. Once per quest, after the EW card phase, the EW may spawn a monster at the quest entrance i.e. it is either placed on the stairway tile, or comes through the entrance door.
4) Placement of spawned monsters - They may not be placed directly in the doorway, or on a trap square. If there is not enough room to place all allowed monsters, they may not be spawned.
5) Monster card deck - As each monster is spawned, its matching card is discarded face up into a discard pile. If a card must be drawn and there are are no more available, shuffle the discard pile to create a new deck.
This method doesn't have the tactical fun of my EW cards, but will add something to the game and result in some consequences to a party that dawdles. Anyone wanting my full rules please PM me.