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5. HQ25 - Spells, tiles, mechanics and misc

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Monday October 2nd, 2017 6:19pm

I've been thinking about more Spell Cards other than Swamp Spells, which have already been covered extensively. We have the opportunity to include additional sets for some of the other new monsters, which should help to balance magic in the Quest Pack.

Published spell sets include the 3 Chaos spells of AtOH, four spell sets of six cards each from WoM, 6 Chaos spells of the BQP, and 7 Chaos spells of the EQP. Our efforts will likely be best received if our spell groups are similarly numbered. Alternatively, any number of new spells could be added in as Chaos spells.

Two downsides of adding in spell cards are printing/crafting cost and art requirements when suitable existing HQ images aren't available. With that in mind, it might be better to go with just 3 new spells for some monster sets. Existing Chaos spells could always round out those sets to 6 if desired.

6-9 Swamp spells are planned towards the front end of the Quest Pack, so my first group is concerned with the ending Quests and should (in my opinion) include a similar number of spells for 2-3 Chaos Dwarf Sorcerers. (I think 6 spells is best for both groups.) After a quick check of Chaos Dwarf magic in WH, I came up with a set of seven candidates for the next post.

[Maybe 3 new spells could work for Chaos Dwarf spells as well. -edit]
..
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Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Monday October 2nd, 2017 6:23pm

Chaos Dwarf Sorcerer spell candidates:
Crimson Bull This spell gathers a fiery cloud of burning ash which coalesces into the spirit of a furious bull. It charges in a straight line from the sorcerer, attacking the first figure in its path with 2 combat dice of damage. Additionally, the bull pushes back any figures in its way until they hit a wall or trap.
Lava Hide This spell causes a monster's skin to glow red with intense heat, inflicting 1 Body Point of damage on any adjacent Heroes or monsters. All victims immediately roll one red die. For each 5 or 6 rolled, the damage is reduced by 1 point.
Collapse This spell causes a section of ceiling to crumble, burying the space below. Place a falling block trap tile on any square the Sorcerer can "see", following the rulebook should a victim lie below.
Eruption This spell causes one Hero in the same room with the Sorcerer to lose 1 Body Point of damage from erupting lava. All Heroes and monsters in the same room additionally lose 1 Body Point of damage from searing ash unless they can immediately roll a 5 or a 6 using one red die. The Sorcerer is unaffected. Not used in corridors.
Subjugate This spell crushes one Hero's will, forcing him to lose 1 Mind Point immediately and at the start of his future turns. A Hero who has his Mind Points reduced to zero goes into "shock." The spell is broken once the Sorcerer is killed, but any Mind Point loss remains.
Sharpen Blades This spell allows all Chaos Dwarves in the same room as the Sorcerer to roll an extra die in attack for that turn only. May not be cast in corridors.
Magma Pool This spell transforms the Sorcerer into molten lava which melts into the ground. On his next move, the Sorcerer may then pass unhindered by any obstruction and seep upward to solidify in an open square.
[Ash Cloud This spell limits sight and hampers breathing. All Heroes and monsters in the same room as the spellcaster may only attack or cast a spell against an adjacent figure. Affected Heroes must also roll one red die. If anything but a 5 or 6 is rolled, an action must be forfeited choking. The spellcaster is unaffected. Not used in corridors.
Curse of Stone This spell slowly turns one Hero to stone. The victim loses 1 Body Point each spellcaster turn until he is completely petrified. The spell may be broken immediately or on a future turn by the Hero rolling one red die for each of his Mind or Body Points. If a 6 is rolled, the spell is broken.
Hatred This spell may be cast upon any one monster, including the spellcaster. Each turn the monster attacks, he may roll two extra combat dice. The spell is broken the moment the monster can no longer "see" a Hero.
Fiery Hammer This spell can be cast on any one Hero. It will inflict 2 Body Points of damage. The Hero immediately rolls 2 red dice. For each 5 or 6 rolled, the damage is reduced by 1 point. [This is a re-skinned Ball of Flame option.]
Lava Storm This spell creates a roomful of raining lava that inflicts 3 Body Points of damage on all Heroes and monsters in the same room as the spellcaster. The spellcaster is unaffected. All victims immediately roll 2 red dice. For each 5 or 6 rolled, the damage is reduced by 1 point. Not used in corridors. [This is a re-skinned Firestorm option.] -edit]
..
UNCLE ZARGON
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Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Thursday October 5th, 2017 12:51am

Wild (Beastman Shaman) spell candidates:
Summon Beastmen This spell conjures up a group of Beastmen to surround and protect the spellcaster. Roll one red die:
Roll a 1, 2, or 3 = 4 Beastmen
Roll a 4 or 5 = 5 Beastmen
Roll a 6 = 6 Beastmen
Survival This spell spurs the instinct to fight on, restoring up to 3 Body Points to one Beastman, Minotaur, or the spellcaster.
Ferocity This spell unleashes the full bestial power of all Beastmen in the same room as the spellcaster. Those Beastmen may then reroll any shield results when they attack that turn. Not used in corridors.
Savagery This spell forces a merciless rivalry to surface. All Heroes in the same room as the spellcaster are put under Zargon's control for one turn. A Hero may resist by rolling one red die for each of his Mind Points. If a 6 is rolled, he is unaffected. Zargon can move an affected Hero as a monster and attack other Heroes on his turn. Not used in corridors.
Howl This spell assaults the ears and minds of the shaman's enemies, causing hesitation. On his next turn, any Hero in the same room as the spellcaster may not attack or cast a spell. A Hero can ignore the spell by rolling one red die for each of his Mind Points. If a 6 is rolled, he is unaffected. Not used in corridors.
Bloodlust This spell heightens the killing instinct of one Beastman or Minotaur for one turn. If a successful attack caused at least one Body Point of damage against a Hero that turn, the Beastman may immediately attack again.
[Trample This spell may be cast on any one monster that has just successfully attacked a Hero. As part of the attack, the monster may displace that Hero to an adjacent square and move into the space that was occupied by him.
Charge This spell may be cast on any one monster on a Hero's turn. That monster may then move and attack before the Hero instead of after.
Dominance This spell may be cast on any one monster. That monster may roll one extra combat die to attack on its next turn. Conversely, any Hero rolls one less combat die to attack that monster until the spellcaster's next turn. -edit]

I had previously come up with some reworked Orc Shaman spells, Frenzy and Shield of Protection, for a Beastmen spellcaster in this post but feel they should be discarded in favor of the unique options above. I retained Summon Beastman however, as it's mob mechanic fits Beastman flavor so well.
..
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Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby torilen » Thursday October 5th, 2017 10:40am

If I might toss out a thought. The questions of cost and production and such has been mentioned,
especially in relation to spell cards. Perhaps if anyone goes through with creating something for
this, have your base game with the base spell cards and equipment/artifacts/etc. And then have
quote-unquote "expansion packs" of spell cards that could be bought IF THE GAME GROUP CHOOSE
TO USE THEM. There could simply be extra notes within the quest book(s) as to how to integrate
these additional spell cards properly. It would necessarily take a lot of extra rules or explanation,
since the spell card texts usually explain how the spells work pretty well. It would just offer
ideas of how to use those spells without throwing off the game.

It would almost be like a collectible card game, without the collectible part...or maybe similar to
how the Munchkin Card Game has all of those expansions, and they can be used or not used, as the
players see fit.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Thursday October 5th, 2017 1:12pm

Yes! I was musing about something similar as well. Allowing a downloader to customize the Pack would be a cool way to take advantage of internet resources that can't be economically offered with a published product. Like you say, the introductory section of the Quest Pack could explain the how's and why's.

For instance, Big Bene's trickster Kobold is a super-cool idea that isn't necessary for the pack, but definitely would add fun as a recurring villain. If that spellcaster were able to be dropped in modularly, the a downloader could decide to use him with his arsenal of unique spells (perhaps a
variable, tailored number) instead of the vanilla Goblin and Kobold shamans. An alternative Notes entry with actions, stats, and spells should suffice, though a new Parchment Text could also be included for a fuller narrative experience. The Notes entries with the original casters need only briefly refer to the alternative that is available.

Other spellcaster entries could be offered with spell groups in a similar way. The default spellcasters would use published Chaos spells only, but new spell groups or Chaos spell/new spell group combinations could be dropped in instead. Really like Swamp spells? Then print all 9 called for in the Swamp folder. Think Chaos Dwarf Sorcerers, Beastmen Shamans, and Chaos Cultists only need published Chaos spells? Then just use the default spells provided in the Quest. Want a little of everything? Print just 3 of each new set and pair those sets with 3 of the Chaos spells each.

Each spell group folder could even include various spell options for each caster, ready-to-play, though it also should be stated the downloader is free to pick and choose.
..
UNCLE ZARGON
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Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Saturday October 7th, 2017 9:02pm

The Chaos Cultist spell candidates below play quite a bit off of Mind Points, which Inn members have mentioned need more attention. Since the Chaos Cultist ability for casting already uses Chaos spells as a default, Chaos Cultist spells would be swapped in partially or entirely. Swapping out one of the four prohibited Chaos spells (ie. Firestorm) would make Chaos Cultist spellcasting more reliable, however.

Chaos Cultist spell candidates:
Doom This spell forces a wave of despair upon any one Hero so that he defends with only one combat die. The spell can be broken at once or on a later turn by the Hero rolling one red die for each of his Mind Points. If a 6 is rolled, the spell is broken.
Mask of Chaos This spell focuses untold horror upon any one Hero. The victim must reroll any successfull Attack and Defend Dice on his next turn, accepting the second result.
Corruption This spell channels profane power upon any one Hero which inflicts 1 Body Point of damage for each Chaos Cultist accompanying the spellcaster. The victim may resist by immediately rolling one red die for each of his Mind Points. For each 5 or 6 rolled, the damage is reduced by 1 point.
Discord This spell sows distrust and resentment among all Heroes in the same room as the caster. The Heroes may take no action on their next turn as they fall to bickering. A Hero may ignore the spell by rolling one red die for each of his Mind Points. If a 6 is rolled, he may act normally. Not used in corridors. May be used against multiple Heroes.
Nightmare This spell imposes visions of horror upon one Hero. The spell may be broken immediately or on a future turn by the Hero rolling 1 red die for each of his Mind Points and getting a 6. However, until the spell is broken, the victim loses 1 Mind Point each turn. A Hero that is reduced to zero Mind Points goes into "shock."
Disturb This spell reveals the realm of Chaos to one Hero, inflicting 2 Mind Points of damage. The spell can be resisted by rolling one red die for each of the victim's Mind Points. For each 6 rolled, the damage is reduced by 1 point. A Hero that is reduced to zero Mind Points goes into "shock."
Torment This spell tears at the fabric of one Hero's being, inflicting both 1 Body Point and 1 Mind Point of damage. The Hero immediately rolls two red dice. For each 5 or 6 rolled, the damage is reduced by 1 Point of the Hero's choosing.
Blood Sacrifice This spell bolsters the followers of Chaos at the cost of one of their lives. Remove one Chaos Cultist from the gameboard. The remaining Chaos Cultists in the same room gain an extra Body Point.
Retribution This spell may be cast during a Hero's turn, when a Chaos Cultist in the same room or corridor as the spellcaster is killed. The spell will return the same number of hits back upon the attacking Hero. The Hero immediately rolls one red die for each hit. For each 5 or 6 rolled, the damage is reduced by 1 point.
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Monday October 9th, 2017 3:29pm

The last group are reworked versions of Big Bene's Kobold spells, less two.

Kobold Trickster spell candidates:
Invisibility This spell causes the caster to vanish until the end of his next turn. Remove the spellcaster figure from the gameboard. The caster can remain unseen while he moves and takes an action, so he may not be attacked or targeted by spells. When the spell ends, return the spellcaster's figure to any square he could have moved to.
Lousy This spell causes one Hero to itch terribly. The distracted victim defends with one less combat die and can't cast spells. The spell ends when the Hero causes 1 Body Point of damage from an unarmed scratching attack against the non-defending "pests."
Feary Gold This spell will change any one non-magical treasure or piece of equipment already found in the Quest into rotten leaves when the Heroes exit. Affected Gold Coin treasure includes the amount as found, such as that from a single chest or Treasure Card.
Two Left Hands This spell changes the dominant hand of one Hero to the opposite hand, forcing him to attack with two fewer combat dice. The spell can be broken on a future turn by the Hero rolling a red die for each of his Mind Points. If a 5 or 6 is rolled, the spell ends.
BalloonThis spell floats one Hero at shoulder height. The Hero ignores both floor traps and low furniture, but he can't block movement and may only move along vertices surfaces. The Hero rolls one red die to move and the spell ends if a 5 or 6 is rolled. One other figure may instead move with a victim who is not adjacent to a wall or enemy figure.
Unsheathe This spell causes one Hero's trousers or other legwear to drop to his ankles. The victim defends with 1 less die and may not move. The condition ends after the Hero forfeits an action to refit his clothing.
Titch This spell warps one Hero to baby-sized with a huge head. Both the Hero's Body Points and Attack Dice are reduced to 1, then restored after 3 turns. If the Hero suffers Body Point damage meanwhile, he is knocked out until the spell ends. The Hero can resist on a future turn by rolling 1 red die. If a 5 or 6 is rolled, the spell is broken.
Wandering Monster! This spell creates the illusion of a Wandering Monster for the Quest suddenly appearing anywhere in the same room as the spellcaster. It fights as normal, but disappears when killed. Any wounds it caused are then restored, so any Hero "killed" by the spell awakes on his next turn.
Knock-knock This spell allows the spellcaster to open or close a door in the room or corridor he is in.
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Tuesday October 10th, 2017 5:38am

Well, since a greater number of spell options can be included in a download folder, I've developed some more Chaos Dwarf spell candidates:

Ash Cloud This spell limits sight and hampers breathing. All Heroes and monsters in the same room as the spellcaster may only attack or cast a spell against an adjacent figure. Affected Heroes must also roll one red die. If anything but a 5 or 6 is rolled, an action must be forfeited choking. The spellcaster is unaffected. Not used in corridors.
Curse of Stone This spell slowly turns one Hero to stone. The victim loses 1 Body Point each spellcaster turn until he is completely petrified. The spell may be broken immediately or on a future turn by the Hero rolling one red die for each of his Mind or Body Points. If a 6 is rolled, the spell is broken.
Hatred This spell may be cast upon any one monster, including the spellcaster. Each turn the monster attacks, he may roll two extra combat dice. The spell is broken the moment the monster can no longer "see" a Hero.
Fiery Hammer This spell can be cast on any one Hero. It will inflict 2 Body Points of damage. The Hero immediately rolls 2 red dice. For each 5 or 6 rolled, the damage is reduced by 1 point. [This is a re-skinned Ball of Flame option.]
Lava Storm This spell creates a roomful of raining lava that inflicts 3 Body Points of damage on all Heroes and monsters in the same room as the spellcaster. The spellcaster is unaffected. All victims immediately roll 2 red dice. For each 5 or 6 rolled, the damage is reduced by 1 point. Not used in corridors. [This is a re-skinned Firestorm option.]
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Tuesday October 10th, 2017 11:38pm

I've never thought much of Veil of Mist in an NA game, but as a tool for Morcar/Zargon it can be quite potent. Not only would the spell allow a monster to attack a more vulnerable back-line fighter, but it also could disrupt a door-guard formation with 2 turns of attacks against a Wizard that goes on turn four.

Warhammer lore has already linked Fimir with mist-obscuring magic, so including it in the Swamp spell set is a natural fit. Also, a Fimir in the back lines is a great way to shift Hero attacks off of a shaman spellcaster.

Swamp spell candidate:
Marsh Mists This spell may be cast on any one monster. That monster may then move unseen through spaces that are occupied by Heroes the next time it moves.
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
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: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » Wednesday October 11th, 2017 12:21am

One issue not yet decided is how to reconcile HQ25 spells between the NA and EU versions. For instance, EU spells sometimes refer to line of sight, but NA rules don't mention that mechanic as it is globally handled in the spell casting section of the Instruction Booklet. The same goes for discarding a Spell Card. Also, EU spells use combat dice for breaking a spell or reducing damage, while NA spells use red dice.

I think downloaders would be most comfortable with the system they are most familiar with. Separate files for both EU and NA Spell Cards would solve the problem nicely.

Another important difference is Spell Card backs. EU cards have individual art for spell sets, set by Wizard's of Morcar. NA cards use a single Chaos Spell back. Again, separate files could support both organization styles.

The problem for NA Chaos spells is there isn't a convenient way to separate an individual spell group from a single deck if many groups are introduced. The issue is more pronounced if Chaos spells from the BQP and EQP are involved, though I imagine it's best to exclude them when playing any new Quest Pack, including ours.

As a work-around, we could include a monster icon matching the primary spellcaster at the bottom (and top?) corners of the text side of the cards. This would make spell group identification and separation easier if we introduce more than one new EU monster spell group. Would the different look be too strange, or is it just unnecessary?
..
UNCLE ZARGON
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WANTS.. YOU


Rewards:
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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