Dungeon room card - a solo / coop mod
Hey guys,
I'm trying to make a solo coop mod for heroquest.
I'd like to generate the dungeon by using a deck of cards.
My challenge is to be able to use the gameboard !
Eventually, the idea would be able to generate for instance :
- an empty room with an encounter
- a furnished room and an encounter
- an empty room but with an event
- a predefined room (eg: the library, the cellar, the prison, etc)
The current WIP concept / design is the following:
Door Icon : A small description reveal how many doors there are. You may specify the type of door (closed, metal, stone, magical, etc)
Monster Icon : A flavor text will tell you what you encounter or if you need to generate a random encouter (see my Encounter deck topic)
Furniture Icon: A flavor text will tell you how the room is furnished or if you need to generate a random furniture using the dedicated deck
Secret Passage Icon : A flavor text will tell you if any wall look suspicious and whether you can search for secret passage.
Search Icon : A flavor text will tell you the general state of the room and whether you may search for any idem treasures.
Event Icon : A flavor text will tell you if the room contains any special event or whether you need to draw from the dedicated event deck.
NB:
- adding support for traps can be tricky in a solo / coop variant. The most obvious houserule is often when rolling double 1 you step on a trap. I would be interested how houserules have implemented it.
- In my version of HeroQuest, heroes usually search the furnitures present in the room. An empty room would have a small chance of being able to be searched.
I'm debating how to implement support for the generation of corridors.
Should you generate everything that is in line of sight until you reach a wall, or should you generate smaller section (eg : length of 4).
Glad to hear your thoughts and comments !
I'm trying to make a solo coop mod for heroquest.
I'd like to generate the dungeon by using a deck of cards.
My challenge is to be able to use the gameboard !
Eventually, the idea would be able to generate for instance :
- an empty room with an encounter
- a furnished room and an encounter
- an empty room but with an event
- a predefined room (eg: the library, the cellar, the prison, etc)
The current WIP concept / design is the following:
Door Icon : A small description reveal how many doors there are. You may specify the type of door (closed, metal, stone, magical, etc)
Monster Icon : A flavor text will tell you what you encounter or if you need to generate a random encouter (see my Encounter deck topic)
Furniture Icon: A flavor text will tell you how the room is furnished or if you need to generate a random furniture using the dedicated deck
Secret Passage Icon : A flavor text will tell you if any wall look suspicious and whether you can search for secret passage.
Search Icon : A flavor text will tell you the general state of the room and whether you may search for any idem treasures.
Event Icon : A flavor text will tell you if the room contains any special event or whether you need to draw from the dedicated event deck.
NB:
- adding support for traps can be tricky in a solo / coop variant. The most obvious houserule is often when rolling double 1 you step on a trap. I would be interested how houserules have implemented it.
- In my version of HeroQuest, heroes usually search the furnitures present in the room. An empty room would have a small chance of being able to be searched.
I'm debating how to implement support for the generation of corridors.
Should you generate everything that is in line of sight until you reach a wall, or should you generate smaller section (eg : length of 4).
Glad to hear your thoughts and comments !