Lack of cards in the classic quest packs
For some reason I'm only just now wondering ... Why did the early quest packs (Kellar's Keep and Return of the Witch Lord) not come with any proper cards?
The EU releases of these two expansions only had a rulebook, a die-cut cardboard sheet, and miniatures.
Against the Ogre Horde didn't have cards either (not even for the four new Ogre monsters - they're on the back cover instead). It used cardboard tokens for the chaos spells, which is a bit weird, although it does allow for a couple of extra effects.
It wasn't until Wizards of Morcar that we actually got a new set of playing cards in the pack: new evil spell cards, new treasure cards, and men-at-arms cards.
In the NA editions, KK and RotWL awkwardly added new 'cards' by including them on the back covers of the questbooks to cut out. It looks like the Barbarian Quest Pack and Elf Quest Pack did include real cards, though. (Is that right?)
Sadly this left the EU quest packs for KK, RotWL and AtOH without much to find or buy in the way of new equipment or Quest Treasures. You were limited to the cards that came with the base game, all the way through.
My best guess is that at least for the EU quest packs, manufacturing reasons and expense stopped the designers from adding new cards in most of the expansions. In Wizards of Morcar, some of the cards are clearly just filler (too many men-at-arms cards). As far as I know, playing cards are usually printed in batches of a certain size, especially back in the day. You need to have enough cards to fill a whole printable deck or it's not going to be cost-effective. (?)
The tokens in Against the Ogre Horde are a strange, fiddly choice for a game that prides itself on simplicity. It feels like a creative but awkward way to get around the manufacturing/cost issue of including cards for just three different spells. I'm willing to bet that the designers wanted to just put the Mind Lock / Blast / Dominate spells on normal cards like any other spell, but couldn't do it because they'd have to fill up a whole playing card deck with other cards for it to be feasible as a product. So they thought, "Well, we have this die-cut sheet ... maybe we can fit the spells onto the cardboard somehow?"
Wizards of Morcar presumably bit the bullet and went for a deck of cards because they wanted to do the evil wizards justice with actual spell cards, and had enough spells to make it worth doing. It's a shame Wizards of Morcar didn't include more cards in place of the filler ones, like new equipment cards. At the very least they could have included a couple of blank cards for you to make your own, the same way they included the blank map in the base game questbook.
Now I want to make sets of cards that should have been in Kellar's Keep and Return of the Witch Lord ...
The EU releases of these two expansions only had a rulebook, a die-cut cardboard sheet, and miniatures.
Against the Ogre Horde didn't have cards either (not even for the four new Ogre monsters - they're on the back cover instead). It used cardboard tokens for the chaos spells, which is a bit weird, although it does allow for a couple of extra effects.
It wasn't until Wizards of Morcar that we actually got a new set of playing cards in the pack: new evil spell cards, new treasure cards, and men-at-arms cards.
In the NA editions, KK and RotWL awkwardly added new 'cards' by including them on the back covers of the questbooks to cut out. It looks like the Barbarian Quest Pack and Elf Quest Pack did include real cards, though. (Is that right?)
Sadly this left the EU quest packs for KK, RotWL and AtOH without much to find or buy in the way of new equipment or Quest Treasures. You were limited to the cards that came with the base game, all the way through.
My best guess is that at least for the EU quest packs, manufacturing reasons and expense stopped the designers from adding new cards in most of the expansions. In Wizards of Morcar, some of the cards are clearly just filler (too many men-at-arms cards). As far as I know, playing cards are usually printed in batches of a certain size, especially back in the day. You need to have enough cards to fill a whole printable deck or it's not going to be cost-effective. (?)
The tokens in Against the Ogre Horde are a strange, fiddly choice for a game that prides itself on simplicity. It feels like a creative but awkward way to get around the manufacturing/cost issue of including cards for just three different spells. I'm willing to bet that the designers wanted to just put the Mind Lock / Blast / Dominate spells on normal cards like any other spell, but couldn't do it because they'd have to fill up a whole playing card deck with other cards for it to be feasible as a product. So they thought, "Well, we have this die-cut sheet ... maybe we can fit the spells onto the cardboard somehow?"
Wizards of Morcar presumably bit the bullet and went for a deck of cards because they wanted to do the evil wizards justice with actual spell cards, and had enough spells to make it worth doing. It's a shame Wizards of Morcar didn't include more cards in place of the filler ones, like new equipment cards. At the very least they could have included a couple of blank cards for you to make your own, the same way they included the blank map in the base game questbook.
Now I want to make sets of cards that should have been in Kellar's Keep and Return of the Witch Lord ...
