I came up with many ideas that I find may or may not be played.
I want to represent them here in order to get feedback. I'm playtesting them right now, but I would very much appreciate your opinions.
Maybe some of you find the chance to playtest them and then give me feedback.
1. Order of Play
At the beginning of each round, the Heroes may decide among them who gets his turn first, second, third, fourth. That makes for some tactical diversity, as well as funny trial/error situations in trying to fool the Evil Wizard Player...
It helps to have Turn Markers for each Hero. I use those from Descent. They have a red cross on one side (move made in that round) and a green circle on the other (still gets to move in that round).
OR
Everyone - including the Evil Wizard Player! - rolls dice to determine order of play at the beginning of each round. Here it also helps to have Turn markers.
2. Intervention
Immediately after a Hero has opened a door and finished his turn (including movement/action), ONE monster from that newly opened room gets to move and attack.
That breaks up the storming-a-room-and-slaughtering-every-monster-before-the-Evil-Wizard-Player-may-even-move-situation. Mostly, this monster will put itself between the one hero having entered the room and the others. Interesting fights have occurred during my playtests.
That Monster may ALSO move and attack normally when it's the Evil Wizard Player's next turn.
3. Tough Monster
In addition to 1 Black Shield blocking 1 Skull, 2 White Shields block 1 Skull. This may be a valid option for the game system quests.
4. Push Back
When a Hero or monster takes 1 or more Body points from its opponent IN MELEE, he may decide to
a) exchange squares with that opponent
OR
b) push his opponent back one square (if there's a free square behind or next to the opponent) and moving to the square that's just become free.
All this is independent from Movement points or actions.
It makes for some interesting situations and freer flowing combat.
Of course it makes sense to make exceptions for bigger monsters like Ogres and Gargoyles and maybe even Chaos Warriors.
5. Search in the Presence of Monsters
A Hero may search even though he can see a monster IF that monster has no way to attack that Hero until the beginning of that Hero's next turn.
(That means, for example the Hero can search, even though the monster can attack the other hero blocking its path, killing him, and then being free to move up to the searching hero... cause the monster's attack for that turn is done).
6. No monsters in play
If at the beginning of the Evil Wizard player's turn, there are no monsters in play, he rolls 1 combat die. Skull means he can put 1 Wandering Monster in any room already explored by the Heroes (but none any of them is currently in); Black Shield means he can put up TWO wandering monsters. The Monster(s) may move and attack (if possible) immediately.
7. Monsters opening doors
A monster may open a closed door if the area behind that door has been explored by the heroes. That monster can thus try to stab the heroes' backs when they are trying to block a door...
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That's it for now... Let me know what you think.






































