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GimmeYerGold's Custom Card Set

Discuss card making and cards you have made.

Re: GimmeYerGold's Custom Card Set

Postby Gold Bearer » September 11th, 2014, 11:40 am

Nice. Just had a qiuck look, I'll look properly later. I love the idea of tavern cards. |_P
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: GimmeYerGold's Custom Card Set

Postby GimmeYerGold » September 11th, 2014, 10:26 pm

Thanks for all the support everyone! I hope you enjoy them in whatever capacity you choose to use them.

A quick note, one of the members pointed out a typo in the Lone Monster deck--I used the word "stuck," instead of "struck!"

Here's the fixed .tiff file: http://robbieandbobby.com/wp-content/up ... argain.tif


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Re: GimmeYerGold's Custom Card Set

Postby mitchiemasha » September 11th, 2014, 10:48 pm

Gooood stuff!


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Re: GimmeYerGold's Custom Card Set

Postby Daedalus » September 16th, 2014, 5:15 pm

So far just checked out the Quest Encounters deck. Awesome work--I like the variety. I hope one day to get my own Misfortune Cards done (they're only in notebook first-draft form), but I don't know how I'll get them to look as good as yours. I may need to rename and rework my deck as Fortune Cards, as I like your scope so much.

I have some questions. Have you had time to play test this deck? I'm wondering how often a card is played, and how many are played altogether in an average-length Quest of ten rooms or so (~50 Zargon turns?)

One mechanic I'm not sure of is the instances of a trap door that leads to a hidden room, for example in Slime Pit or Rat's Nest. Is it intended that the Hero is placed in an unused "gray area" room with another trap door, or is the room simply described? Dinner Party and Monster Barraks lead to placing Orcs or a Wandering Monster, so this tells me the answer is to use an actual room. If there are no gray rooms available on a Quest Map, there'd be a problem. Maybe the card should note it is immediately be discarded if that is the case.

Any Hero can move onto and through the trap door on his turn, right? Also, does a Hero need to take actions to both search for traps on a hidden-room chest trap and disarm it? I'm understanding yes. I'm guessing moving onto the trap door doesn't end a Hero's turn as per expansion rules, so that if he still had an action he could immediately search for traps. Do I have it right?
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Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: GimmeYerGold's Custom Card Set

Postby Daedalus » September 18th, 2014, 12:33 pm

After checking the Tavern Cards, I'm left wondering how the various maps are used during a Quest.
..
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Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: GimmeYerGold's Custom Card Set

Postby GimmeYerGold » September 18th, 2014, 12:38 pm

Daedalus wrote:After checking the Tavern Cards, I'm left wondering how the various maps are used during a Quest.


These are left a bit vague to leave something up to Zargon's discretion. They're meant to be used between quests. Each map corresponds to a "side quest" that approximates the level of difficulty and treasure listed on the card. These side quests can be whatever Zargon has in mind. The fact that they "crumble to dust" allows them to be reintroduced into the tavern deck, (with a different corresponding side quest) and so they might be drawn again. However, the same side quest is never accessible more than once.


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Re: GimmeYerGold's Custom Card Set

Postby Jedib2000 » January 28th, 2015, 7:26 pm

This expansion set of rules, cards, characters,etc... blows my mind!! I just started playing heroquest with a group of friends, 5 of us in all and I have been looking at ideas on expanding from the standard rules. We are currently on quest 10 of HQ. I think I will be implementing your expanded rules and cards for quest 11 and beyond. I have a few questions:

1) With the addition of the Bard and Monk, do you see any issues with playing with all 6 characters vs Zargon? I've been wanting to invite 2 other friends and I think this would be a perfect way to have them join in. I just don't want the quests to get too easy to beat but I think with the added quest encounter cards that Zargon can use it looks like it will even it out a bit.

2) Is there any additional rules or cards that you may added since posting this? Any house rules that others use that you would recommend adding?

by the way...Fantastic job on the expanded armory!!
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Re: GimmeYerGold's Custom Card Set

Postby Gold Bearer » January 29th, 2015, 5:05 am

Jedib2000 wrote:With the addition of the Bard and Monk, do you see any issues with playing with all 6 characters vs Zargon? I've been wanting to invite 2 other friends and I think this would be a perfect way to have them join in. I just don't want the quests to get too easy to beat but I think with the added quest encounter cards that Zargon can use it looks like it will even it out a bit.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. ;)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: GimmeYerGold's Custom Card Set

Postby GimmeYerGold » January 30th, 2015, 10:37 am

Jedib2000 wrote:This expansion set of rules, cards, characters,etc... blows my mind!! I just started playing heroquest with a group of friends, 5 of us in all and I have been looking at ideas on expanding from the standard rules. We are currently on quest 10 of HQ. I think I will be implementing your expanded rules and cards for quest 11 and beyond.


Righteous! Glad to hear you've been questing for a good while with such a fun group! Happy to contribute to y'all's game in any way :)

Jedib2000 wrote:I have a few questions:

1) With the addition of the Bard and Monk, do you see any issues with playing with all 6 characters vs Zargon? I've been wanting to invite 2 other friends and I think this would be a perfect way to have them join in. I just don't want the quests to get too easy to beat but I think with the added quest encounter cards that Zargon can use it looks like it will even it out a bit.


The most real-world advantage I've found to adding extra players is when not everyone can make it--sometimes for the sake of keeping our game night a habitual "regular thing" we will play regardless if the full 6 can attend--so then there's some days when only 4, 5, or even the full 6 can make it, and there are stories to share, and the rotating cast gives different players a chance to shine in new ways.

HOWEVER, yes, I have noticed that when all 6 players are marching down the halls, they can really decimate a dungeon if they stick together. The quest encounter cards really do help, and anything that makes them think they can split up "to cover more ground" is a good idea :twisted:

As a general rule, I use the original ratios set by the core quests are guide--if 4 heroes were going up against X number of monsters, or X number of traps, I try to adjust the difficulty so the ratio is the same for 6 heroes. For instance, in my new revisions, I'm increasing the size of the treasure deck to accommodate the same level of danger (and treasure too) for 6 players--after all, they have more body points to pool together than 4 heroes, so they need some extra hazards to bleed away that advantage. Also including traps and hazards that affect mind points, so the Barbarian gets really scared (insert more happy evil face here)

All in all, bad rolls can still happen even for a big group. So, including enough encounters where both strategy and random events can have consequences for the player helps keep that challenge alive.

Jedib2000 wrote:2) Is there any additional rules or cards that you may added since posting this? Any house rules that others use that you would recommend adding?


As a matter of fact, I am still working on revising these same cards! (After much playtesting with this batch, I gravitate back to some of the more "simplistic" themes of the core system, often mixing in rules from the UK edition.) I will be happy to post those as soon as I get them presented, even in their not-final-state, for previewing sake here at the Inn. For starters, I'd recommend checking out Sjeng's Evil Wizard cards--after reading his Adventure blog, where they are playtested, it's east to see just how very flexible and extremely fun they can be for everyone playing (Especially the Evil Wizard!)

Jedib2000 wrote:by the way...Fantastic job on the expanded armory!!


Thank you! I scoured the Inn here and got lots of great ideas from members--the thread, "Equipment Redefined" especially. Like I said above, I'm adding a few new things, too! I will share as soon as possible.

Happy Questing Jedib2000! |_P


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Re: GimmeYerGold's Custom Card Set

Postby GimmeYerGold » February 20th, 2015, 7:46 pm

Update: I've been revising a new set of cards, and posting each deck to the forum for preview! They're all posted now.

You can find each of the individual deck threads posted here:
[revised] Encounter Cards here: viewtopic.php?f=34&t=2828
[revised] Artifact Cards here: viewtopic.php?f=34&t=2826
[revised] Combat Skill Cards here: viewtopic.php?f=34&t=2823
[revised] Chaos Spell Cards here: viewtopic.php?f=34&t=2822
[revised] Hero Spell Cards here: viewtopic.php?f=34&t=2821
[revised] Monster Cards here: viewtopic.php?f=34&t=2820
[revised] Equipment Cards here: viewtopic.php?f=34&t=2818
[revised] Lone Monster Cards here: viewtopic.php?f=34&t=2816
[revised] Settlement Cards here: viewtopic.php?f=34&t=2813
[revised] Treasure Cards here: viewtopic.php?f=34&t=2812

Any feedback is appreciated--I will add corrections and changes to these new cards, and then post them for download in a similar fashion as I have done with my previous custom card set. Thanks for the support and encouragement you guys :)


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