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Runebound (Second Edition)» Forums » Variants

Subject: Collection of variants to speed up the game rss

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Thomas
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Here is a list of variants I have been working on to speed up the game:

d10-1 Use the threat track and solo rules found here

d10-2 Start with 5 Gold and a 1 cost ally at random

d10-3 Start each market with 3 items (use with the market step variant)

d10-4 Softer knockouts. Loose half gold rounded up, sent back to nearest town

d10-5 Faster Experience Levelling
This variant promotes faster levelling. In this variant, the cost to purchase an experience counter equals the number of experience counters the Hero already has plus one.
(For example, a player can pay for his Hero’s first experience counter for just one experience point, the second experience counter for two experience points, the third experience counter for three experience points, and so on.)

d10-6 Critical hits deal double damage (rolling a natural 20 is a critical hit)

d10-7 Give up movement dice to heal. Roll a die, if it matches terrain you are on heal you may heal one. May give up multiple dice to attempt to heal more than once.

Optional:

1 Fully heal in cities for one gold

2 Give up a turn to fully heal in the wild

3 Gain gold equal to XP earned when defeating a challenge

4 market cards face down until explored (will slow things down)


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Thomas
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Let me know what you think or if you have any ideas to add.
 
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mike m
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Using the threat track is how I would speed up the game solo. If two or more player, the other player should be speeding up your game.

Did the movement dice to heal with matching terrain come from sigilist's ideas? It's one we've considered but never yet adopted.

I wouldn't be a fan of gold = xp, nor of full healing for 1 gold. It cheapens some items/abilities, and I like variation.

For some reason, we don't do softer knockouts, but that's reasonable.

We do use these variants:

* everyone gets dealt 3 random market cards worth 1 or 2 gold, keep up to 2 gold worth. (We keep our 1 and 2 gold market cards separated even for market draws, so that ties in perfectly.)

* level ups go 2, 3, 3, 4, 4, 4, 5 for the rest.

* we have a funky rule where you can get up to 3 market cards depending on 1d10 roll when taking market turn. This is basically to get more market cards out there without flooding, and introduce an element of surprise.

* double-1s is critical miss - always miss. double-10s is critical hit - always hit and +1 damage.

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Thomas
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Thanks for the input Mike, good stuff. I added the threat track to the list. I don't know if I like the gold for xp idea either, just saw it in the FFG forums. I use the market variant where the items are split into 4 piles (weapons, armor, allies, runes/artifacts) and when someone visits town they can shop from the 3 card on the board or pick one of the decks and draw three cards. This has really helped a lot.
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Jeremiah Power
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We use some of these as well, especially the snake eyes is always a miss. Gives at least a little challenge to some of the green challenges that only do damage in one area.
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Thomas
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Updated original post with links as well as made some rules optional.
 
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Shane Larsen
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Thanks Thomas!

I'll put most, or all of these to use when I get my copy in my hands. My biggest concern with the game is the length it plays using the standard rules. So this list is most useful to me.
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Thomas
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thedacker wrote:
Thanks Thomas!

I'll put most, or all of these to use when I get my copy in my hands. My biggest concern with the game is the length it plays using the standard rules. So this list is most useful to me.


Glad I could help. With these simple tweaks our games are usually around 2 hours with two characters. Has your copy shows up yet, have you had a chance to try any? I would love your input when you get time.
 
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Daniel Bemis
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I will try the Following variants that will speed up this game.

1. 3 cards in each town but only one is reveled.

2. 3xp to level up 1-4 players, 2xp 5-6 players.

3. Start the game with 10 gold or 5 gold (depending on how fast a game
you want), then draw 5 cards and buy what you want from those 5
cards and keep the remaining gold you don't spend. Cards that aren't
bought are put in a pile and shuffled back into the main deck.

4. Use the Travel Variant with the doom counter variant but don't
actually use the doom counter , just the variant. We will call this
the Variant Counter. This way you are not rushed and can enjoy the
game. It will be fast enough using these rules. Basically you just
use the first 4 cities counting from the bottom to the top for 3
players,6 cities for 4-5 players and 8 cities for 6 players. You
discard used and defeated adventure cards to this Varinet counter.

If you encounter a travel hazard, you must roll the two movement
dice again. This time, count the number of symbols showing.
(It doesn’t matter which symbols are showing; all that matters
is the number of symbols.) This is your hazard number.

Now look at the Variant track. Starting at the bottom of the track
(the Vynelvale space), count upwards a number of spaces equal
to your hazard number, and note the color of the adventure card
in that position. If your hazard number is four, for example, you
will look at the fourth space of the doom track, which is the
Vynelvale space.




Timing Note: Rolling for hazards is always the last thing you
do after moving. If you have any cards to play or abilities to use
“after moving,” be sure to do so before rolling for hazards.
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Thomas
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Thanks for sharing, I'll take a look and give some a try.
 
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