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Magic Realm» Forums » Variants

Subject: Questing the Realm variant for the Unofficial Super Realm Expansion rss

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Been tinkering a bit with ideas on how to implement the Books of Quests and Questing the Realm variants with the Super Realm. I think I might have figured out a streamlined way to implement the cards. The trick is simplifying the cards so that there isn't too much text on them, and making it more streamlined compared to the Book of Quests. In essence, it will be a different enough experience from The Book of Quests made by Jay Richardson, Kenny Blomberg, Michael Blomberg, and Michael Decker, different enough to where their Book of Quests can still be used as a more in-depth alternative to what I'm implementing here. What I'm implementing is very close to the Questing the Realm variant implemented in Realmspeak, but with tweaks and many cards done away with, while other new cards are put into place. The difficult part is determining what cards should be used, and then how much VP should be rewarded.

Here's the rule outline I have in plan for the 0.3 edition of the unofficial super realm expansion:

Quote:
Questing the Realm
It is recommended that this variant not be combined with the Base Game Size variant. It is also recommended to play 6 weeks instead of 4.

Make card stack for the FAMOUS, NOTORIOUS, SPELL MASTER, RICH, and GREATNESS cards, and keep that stack separate from the other Quest cards. This will be called the Base Quests Stack (BQS for short). Shuffle the other Quest cards to make the Quest deck. Deal out cards from the Quest deck to each player. The number of cards dealt equals the number of weeks + 1 (ex: a standard 4 week game would mean 5 cards should be dealt out to each player). Players then each choose one card to keep, discard one card from their draft hand face-down, and pass the rest to the player on their left. Then, each player draws 2 Quest cards from the Quest deck and adds them to their draft hand. Players may opt not to take any quest from their hand, and instead discard 2 cards face-down before passing the draft hand to the player on their left. This continues for a total of 5 draft rounds. Any players who do not have 5 Quest cards in their hand are passed the BQS, where they secretly take any cards they want from that deck until everyone has a hand of 5 Quest cards. Do not record VP Requirements on the Personal History Pad. Then begin the game as normal.

VP is gained for all completed Quest cards at the end of the game if player ends game at a Valley dwelling location. If not on a Valley dwelling, then the player only scores VP for the Base Quest cards they hold, if any.

The game ends either when a player has completed all of their quests (which means that anyone holding a BQS quest is ineligible to end the game this way), or when the last day has ended.

At the end of the game, the player who has acquired the most VP points is the winner. Optionally, players may opt to increase or decrease the number of weeks for this variant.



And the cards I've included are divided into 3 main categories: Base/Personal Quests, Trek Quests, and Grand Quests. The other few categories are not implemented as cards, but as a checklist that will be put into a variant of the Personal History Sheet.

For example, the Discovery Quests simply grant the first character to discover a site chit or Treasures Within Treasures card 1 VP, while all completed Campaigns are worth 5 VP, and completed Missions are worth 2 VP (you still get a gold reward for completing them, which might suggest they should be worth 1 VP instead). There is no VP reward for discovering hidden paths and secret passages because, well, the Wizard. Other added characters may have his ability as well. It's easier to track this as a checklist is built into the personal history pad.

As for the cards, Base/Personal Quests are separate from the others because they are basically revisions of the base game VP system, and they reward VP at the end of the game, as opposed to all other quests which reward VP upon completing the quest. For example, the NOTORIOUS card rewards the player with 1 VP for every 20 Notoriety gained.


The Trek Quests and Grand Quests, well, here's all that I've come up with so far:

Quote:
TREK QUESTS: worth 2 VP each
*HIGH PASS TREK
2-4-1-5-exit hex (unless it exits the map)
5-1-4-2-exit hex (unless it exits the map)
*MOUNTAIN TREK:
5-6-3-1
*CRAG TREK
2-5-3-6-4-1
*CAVERN TREK
Enter to 1, exit through 5 (unless it exits the map)
Enter to 5, exit through 1 (unless it exits the map)
*CAVES TREK
Enter to 1, exit through 5 (unless it exits the map)
Enter to 5, exit through 1 (unless it exits the map)
*LOW PASS TREK
Enter to 1, exit through 3 (unless it exits the map)
Enter to 3, exit through 1 (unless it exits the map)
*FALLS TREK
5-3-6-4-1-exit hex (unless it exits the map)
1-4-6-3-5-exit hex (unless it exits the map)

GRAND QUESTS
*MEET THE WARLOCK: do a TRADE activity with the Warlock visitor. 1 VP
*MEET THE SCHOLAR: do a TRADE activity with the Scholar visitor. 1 VP
*MEET THE CRONE: do a TRADE activity with the Crone visitor. 1 VP
*MEET THE SHAMAN: do a TRADE activity with the Shaman visitor. 1 VP
*MEET THE ALCHEMIST: do a TRADE activity with the Alchemist visitor. 1 VP
*MEET THE MERCHANT: do a TRADE activity with the Merchant visitor. 1 VP
*WOLF PACK: Kill 6 wolves. 2 VP
*ENDS OF THE EARTH: roll a Discover Chits result in Mountain-1 and Cavern-3. 2 VP
*RIVER ENDS: roll a Discover Chits result in Falls-2 and Lake Woods-6. 2 VP
*WARLOCK'S JOURNEY: do a HIRE activity with the Warlock visitor, and take him to Crag-1. 3 VP
*CRONE'S JOURNEY: do a HIRE activity with the Crone visitor, and take her to a clearing with a source of black magic. 3 VP
*ALCHEMIST'S JOURNEY: do a HIRE activity with the Alchemist visitor, and take him to the Lost Palace. 3 VP
*DRAGON SLAYER: Kill the dragon guarding the Hoard or Lair, then loot the Hoard or Lair the dragon was guarding. 3 VP
*TROLL HUNTER: Gain 30 Fame and Notoriety points from killing Trolls. 3 VP
*GOBLIN WARS: Kill 6 goblins of a single type. 3 VP
*FABLED TREASURE: Discover a Treasures Within Treasures location, and loot one card or counter from it. 3 VP
*MAGIC WRITING: Acquire an artifact, spell book, and spell scroll. 3 VP
*AWAKENING: Awaken 6 magic spells. 3 VP
*RETURN OF THE QUESTERS: after claiming a Quest campaign, without completing/failing the campaign, end a turn at the Chapel, House, and Guard House. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE PILLAGERS: after claiming a Pillage campaign, without completing/failing the campaign, end a turn at the Inn, Large Campfire, Small Campfire. Discard theCampaign upon doing this. 3 VP
*RETURN OF THE RAIDERS: after claiming a Raid campaign, without completing/failing the campaign, end a turn at the House, Small Campfire, and Large Campfire. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE REVOLTERS: after claiming a Revolt campaign, without completing/failing the campaign, end a turn at the Inn, Small Campfire, and House. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE WARRIORS: after claiming a War campaign, without completing/failing the campaign, end a turn at the Guard, House, and Inn. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE CONQUERORS: after claiming a Conquer campaign, without completing/failing the campaign, end a turn at the Chapel, Guard House, and Large Campfire. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE HUNTERS: after claiming a Hunt campaign, without completing/failing the campaign, end a turn at the Small Campfire, Large Camp, and Small Camp. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE LIBERATORS: after claiming a Liberate campaign, without completing/failing the campaign, end a turn at the Chapel, Guard House, and Hamlet. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE DESECRATORS: after claiming a Desecrate campaign, without completing/failing the campaign, end a turn at the Cottage, Small Campfire, and Large Campfire. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE CHALLENGERS: after claiming a Challenge campaign, without completing/failing the campaign, end a turn at the Cottage, Large Campfire, and Large Camp. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE DOMINATORS: after claiming a Dominate campaign, without completing/failing the campaign, end a turn at the Settlement, Small Campfire, and Small Camp. Discard the Campaign upon doing this. 3 VP
*RETURN OF THE BOUNTIES: after claiming a Bounty campaign, without completing/failing the campaign, end a turn at the Inn, Chapel, and Large Campfire. Discard the Campaign upon doing this. 3 VP
*VALIANT: Sell a treasure with conditional fame to the native group depicted on the treasure. 3 VP
*MYSTERIES OF MAGIC: Learn and cast 2 different spells (quest cannot be taken by any character with a magic chit). 3 VP
*SECRETS IN THE POOL: Loot 2 treasures from the Pool. 3 VP
*SECRETS IN THE CAIRNS: Loot 2 treasures from the Cairns. 3 VP
*SCHOLAR'S JOURNEY: do a HIRE activity with the Scholar visitor, and take him to the discovered Forgotten Garrison and Forgotten Dwelling clearing. 4 VP
*MERCHANT'S JOURNEY: do a HIRE activity with the Merchant visitor, and spend a turn at the Small Campfire, Large Campfire, Small Camp, and Large Camp. 4 VP
*SHADOW OF THE COLOSSUS: Kill the Colossus and Magic Colossus. 4 VP
*PASSAGE into DARKNESS: Kill the Demon, Winged Demon, and Ghoul. 4 VP
*ICONIC PARTY: Acquire the Golden Icon, and take it to the Inn. 4 VP
*GREAT HUNTER: Kill a medium, heavy, and tremendous monster. 4 VP
*NATIVE MASSACRE: End a turn unhidden at a clearing with a non-hired enemy native group (all members of that group must be there) composed of 5 or more natives. Upon a Block/Battle result, or upon you attacking a native member of that group, do not run/teleport from battle, or cast a spell that would end combat or pacify all enemies. 4 VP
*FEARLESS EXPLORER: end a turn unhidden in 11 different hexes. These hexes cannot be valley or hill tiles. 4 VP
*RIDING DRAGONS: Control a dragon, and have it FLY you to any hex. 5 VP
*ASTRONOMER: Acquire the Ancient Telescope, and then spend a day at the Lost Castle location without recording the Hide activity. There must be no monsters on the hex at any time on that day. 5 VP**
*HISTORY OF THE REALM: Discover the Lost Castle, Lost City, Lost Palace, and Lost Fortress. 5 VP
*MAZE RUNNER: Kill the Minotaur and loot the Sun Axe. 5 VP
*TRAVELLER: Spend an entire turn at each of the 8 dwellings. 5 VP
*SHAMAN'S JOURNEY: do a HIRE activity with the Shaman visitor, and take him a discovered Statue, Altar, Shrine, and Temple site. 5 VP
*ASSASSIN: Kill 5 native HQs. 5 VP



I want to make this variant work with the Super Realm expansion mainly because one of the many reasons I designed the expansion was to implement the Book of Quests variant into it, without having a duplicate base game set where each piece belonging to each set must be tracked and create monotony. Plus the Super Realm creates more potential for quest variety, which can be expanded upon in the future. Plus, as Jay Richardson has stated, this variant encourages players to go out and explore the realm, as opposed to limiting their travel as much as possible as that is the most efficient way to gain VPs. With this variant, the only way to gain VPs is by going to various places around the map. Thus all Grand Quests should be designed with that in mind, quests designed to encourage travelling.

So, thoughts on this?
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