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Writer@Large

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  1. I probably should have used the word "sequentially." ;) That's how we'll be playing it. Almost like a D&D adventure. In fact, I'll be telling the "plot" to the kids as they play, so that they arrive in Draida Bay, where they learn that the fastest route to Castle Fortann is to cut through Waldurk Forest and then through the Caves of Nathuz -- full of danger, but also full of rewards. So the way I'm linking them isn't like the chart in the games, but as a progression. I'm also inserting some custom-built tiles (like a flooded cave corridor) using some 2x2 "jump" pieces I got on eBay. I'm still pondering how to do additional monsters ... Good point on the magic doors. I'll be using the "Waldurk only" rule.
  2. Here's another rule I'll be using. This assumes that you're playing all four sets together as concurrent adventures. Marketplace:If you've built all four sets together, you end up with three "stores." Set these up as marketplaces next to each of the "camp" spots (the brown squares where players heal / rest between adventures). Players can only buy / sell at these points (between adventures). And since there's three opportunities to buy, don't necessarily offer all options at all marketplaces. I will be using the following division of items (using my Hench rule from above): Marketplace 1 [After Draida Bay]: Staff, Axe, Sword, Dagger, 2 potions [Luck, Speed], 2 Hench [Yellow, Yellow] Marketplace 2 [After Waldurk Forest]: Bow, Wand, Sword, Dagger, 2 potions [Health, Strength], 2 Hench [Red, Brown] Marketplace 3 [After the Caves of Nathuz]: Bow, Wand, Axe, Sword, 2 potions [Luck, Strength], 2 Hench [Red, Yellow] Players in my game will be given the opportunity to buy based on their "rank" in the prior adventure, determined by monsters defeated [with the Strength of the monsters being added to determine score], with "first to camp" being the tiebreaker."
  3. Hi, folks! Happy to have found this thread. My son and I just picked up all four Heroica games (they've hit Toys R Us and Target here in the US), and he wants to have 5 friends over for his birthday so they can play through a mega game with me as the gamemaster. So I've been looking for ways to beef up the rather sparse rules. One thing I see in this thread that I'd already been thinking about was what to do with all the spare Barbarians, the spare Mages, and even the spare Druid, since the idea will be to have the 6 boys playing a different class each. I thought I'd share my variant, the Henchman rule ... First, you'll need this rule: Literal Backpack: The four backpack “slots” in the Hero pack are literal; a hero can only carry up to four items at a time [weapons, rare items, keys, torches, potions]. Heroes do not put defeated enemies in their backpacks. Gold builds on the “color” bar and does not take up space in the backpack. Then, the main Henchman rule ... Henchmen: For the cost of three Gold, players can hire a Henchman. Henchmen do not go on the board, but instead are represented by a second backpack. [i have used brown 2 x 4 plates to make them, so that all Henchman Packs have 4 Backpack slots and a color bar, no Life points.] When a Henchman is discarded, the player must consolodate all items into his Backpack. Items are discarded if they cannot fit in the hero’s Backpack. Yellow Hench [barbarian] -- Carry Extra Items [second Torch, second Key, additional weapons / potions] -- “Distraction”: Discard the Hench to improve one combat role -- Skull becomes Skull/Sword; Skull/Sword becomes Sword; Sword becomes Shield. Red Hench [Wizard] -- Carry Extra Items [second Torch, second Key, additional weapons / potions] -- “You Go First”: Discard the Hench to turn one movement roll of Sword into a Shield. Brown Hench [Druid] -- Carry Extra Items [second Torch, second Key, additional weapons / potions] -- “Take a Hit”: When the player would be knocked to zero life, discard the Hench instead to lose no life this hit. Thanks for this thread. There's a lot of great rule suggestions here.
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