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Class deck variant

The document outlines a variant for playing class decks in a game, detailing the setup of Random Event and Halls of Knowledge decks. It describes gameplay mechanics for using these decks, including how players can visit different locations and manage talents, as well as the process for drawing and resolving event cards. Additionally, it provides optional rules for managing multiple talents and adjustments for specific event cards to ensure compatibility with the variant.

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0% found this document useful (0 votes)
10 views

Class deck variant

The document outlines a variant for playing class decks in a game, detailing the setup of Random Event and Halls of Knowledge decks. It describes gameplay mechanics for using these decks, including how players can visit different locations and manage talents, as well as the process for drawing and resolving event cards. Additionally, it provides optional rules for managing multiple talents and adjustments for specific event cards to ensure compatibility with the variant.

Uploaded by

8aqua8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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Class Deck Variant for Solo and Multiplayer

By Mike David

SETUP
First take all the cards from all 6 class decks and separate them into 6 separate deck like this;

The first 3 decks you will make are referred to as the RANDOM EVENT DECKS.
Put all of the ENEMY LOCATION cards into a deck by them selves, this deck is now the Random
Location Event Deck.
Put all of the ENEMY CHALLENGE and ENEMY SPELL cards with the BOOT icon into a deck by
themselves, this deck is now the Random Movement Event Deck.
Put all of the ENEMY SPELL and ENEMY FEAT cards with the BAT or BOOK icons into a deck by
themselves, this deck is now the Random Adventure Event Deck.
Put these 3 deck beside the board preferable next to the Adventure Decks.

The next 3 decks will be the HALLS OF KNOWLEDGE decks.


Put all the TALENT cards into a deck by themselves, this deck is now the Training Hall deck.
Put all the FRIENDLY SPELL and FRIENDLY LOCATION cards into a deck by themselves, this deck is
now the Arcane Library deck.
Put all the FRIENDLY FEAT cards into a deck all by themselves, this deck is now the Warriors Club deck.
Put these 3 decks beside the Market Stack or Stacks if playing with Martin Knight's Market Deck Variant.

GAMEPLAY

Part 1- Using the HALLS OF KNOWLEDGE Decks

Each of the 3 decks represents a different location that the players may visit while in a city. The Training
Hall is the place where the player can use some of the experience that he has gained on his adventures
and hone it into a useful new talent. The Warriors Club is a popular hang out for seasoned Adventurers to
share stories and knowledge, in this place the players can receive informal knowledge from other
adventurers like tips and tricks that help defeat an opponent or even helpful advice on how to move
quickly. The Arcane Library is the source for learning magic spells or to gain information on secret
locations hidden throughout the land.

When in a city, the players may do a market step and visit one time each all 3 of the HALLS OF
KNOWLEDGE locations. The player would still do the normal market step actions, in the case of Martin
Knight's Market Variant you would still only visit one market location, but then you could stop by all 3 of
the HALLS OF KNOWLEDGE locations. When you draw for any of these locations you always draw 3
cards and take what you can. When keeping a card from the Training Hall you must spend experience
points equal to your current level up cost, and you must meet the regular prerequisites of the talent, both
the level and proficiencies prerequisite. When you keep cards from the Arcane Library and Warriors Club
you must meet the Proficiency requirements, so it would be a good idea to visit the Training Hall first, and
you are still limited to a 6 card hand size.

When you want to play a spell, location, or feat card they work the same as the normal Class Deck rules.
You must play them at the time indicated on the card and you must take Menace Tokens as indicated on
the card. Note; you do not take Menace for attempting Challenges. Talent Cards also function in the
normal way.

OPTIONAL MULTI TALENT RULE


Have you ever had to struggle to decide if you really want to give up a talent to get another one? Well
here is a variant that will let you keep up to 5 at a time, but of coarse there is a cost.

If while visiting the Training hall you see a talent that you want but you want to also keep the talent or
talents you already have you may do so but there is a limit of no more than 5 Talents at once, and the
following penalty. Whenever you gain a new talent and in keeping your other talents you are now beyond
one talent at a time you must evaluate an Experience Counter Cost Penalty. To do this add together the
number of levels of all your talents, for example if you had a Level 1, Level 2 and a Level 3 talent your
total would be 6. After you add this up refer to this chart;

Talent Level Total Experience Counter Cost Penalty


1-3 +0
4-6 +1
7-9 +2
10-12 +3
13-15 +4
16-18 +5
19-21 +6
22-24 +7
25 +8

The Experience Counter Cost Penalty is how many more Experience points you will need to buy more
Experience Point Counters or future Talent Cards. Hey now that you got all this talent and are more
powerful you need more experience to "level up" you have become a High Maintenance Hero.

Part 2 - Using the RANDOM EVENT DECKS

These decks are used in the following ways;


Step 1
At the end of every movement step the current player must draw from the Random Location Event deck.
This must be done even on a Town space. If the location card has a symbol for the location the character
is on and the character has enough Menace Tokens on his character then the card is "played" on his
character. He must resolve the card and remove the indicated amount of Menace Tokens from his
character. After the card is resolved it goes into a discard pile, never to be used again in this game. If
there are no cards left in the Random Location Event Deck then skip this step. If the card can not be
resolved then it goes back on the bottom of the deck.
Step 2
At the end of the movement step, if the player is on a space that is not a town and has no adventure gem
on it, he must draw from the Random Movement Event deck. If the player has enough menace on his
character to meet the cost indicated on the card the card is "played" on him and he must resolve it, after it
is resolved the player must remove an amount of menace indicated by the cards cost. Whether the card
was resolved or not it goes on the bottom of the deck, unless it was a Challenge card, Discard all
challenges to a separate Discard pile.
Step 3
At the beginning of attempting a challenge the current player must draw from the Random Adventure
Event Deck. If the player has an amount of menace on his character equal to that indicated on the card
then it is "played' on his character. If the menace amount can not be met or there is a conditional
requirement on the card like "You may only play this spell if this Challenge has a "spirit" value of 15 of
greater" that can not be met by the current challenge than the card is not "played" and goes to the bottom
of the deck. After a card is resolved it also goes to the bottom of the deck. If a card has a conditional
requirement that relates to the player like "Play after a hero fails a melee combat roll" then this card
should be considered a "Curse" and it stays with your character until you meet the condition, then it is
"played" on you and you can remove menace and discard the card to the bottom of the deck.

Well most of the above cards work with this variant except for a few. But it is really easy to get around this
quirk. Here is a list of the cards that don't work with this variant and a way to make them work if they
should come up.

Arcane Eye - Change card to say "You have one last chance to play Spells and Feats this turn. Then
remove no menace for this card and discard it to the bottom of the deck. Then draw another card for the
Random Adventure Event Deck."
Temple of the Dragon Lords - Change card to say "Place any Discarded Challenge card from any deck
with the word "Dragon" in the title on the undefeated challenge track. Then place the corresponding
undefeated challenge on any space.

Mines of Tarund - Change the bottom paragraph to say "You may play any discarded Challenge card from
any deck on your hero."

Blood Moon - This is a tough one, let say we change it to say "Take this card, this card is a "Curse". While
in your possession whenever you draw a card from the Random Movement Event deck or the Random
Adventure Event Deck that has an Epic symbol immediately draw another card even if the first is not
"playable". If both cards are "playable" then resolve them in the order drawn. Discard this "Curse" when
you resolve a card with an Epic symbol.

Flash Flood - Nothing much to change, just make it so the card goes into effect at the beginning of the
players NEXT movement step.

Druid Circle - Change card to say "You may take any number of Spells with a "survival" proficiency
requirement from the Arcane Library deck into your hand. Draw the cards one by one discarding unusable
cards to the bottom of the deck, stop drawing when your had reaches 6 cards."

Wizard's Athenaeum - Change card to say "Take the top 6 cards from the Arcane Library deck, you may
keep any cards you choose, even those you do not have proficiencies for. You may not exceed your
maximum hand size.

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