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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
DullandRusty wrote:I know there are evil wizard cards that do some insanity effects lasting one turn, but these would be something completely different that the hero carries with them till they perform the task to erase the effect (example: fear of being alone needing to get into a room with the entire party to erase and discard), and some could carry on the whole quest depending on what the effect was if not too overpowering.
DullandRusty wrote:You can also add potions of clarity into the treasure deck or monster loot deck etc. if desired to allow players to dispel an effect. But that gets to adding more things.
Anyway, just a fun late night thought with how to be a devious DM.










mitchiemasha wrote:Ideas like this are great when playing against an automatic system, no EW. When playing an actual EW I don't think the randomness fits. Unless they were the result of some form of punishments, a reason behind what's happened. Simply rolling every turn as the trigger doesn't cut it for me. It's kind of like playing against a story that isn't your own.
j_dean80 wrote:If they didn't reveal what their card said...they would lie...just saying. In HQ it always says read the card out loud.




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