One of the best things about Baldrick’s Tomb is that the game lends itself so easily to variants. Here are some ideas I’ve created, with some that I’ve actually used in gameplay. These can be combined as desired provided there are no contradictions. These ideas may inspire you to tweak further.
Learning on the Go: Players receive 3 skill cards at the beginning of the game, but they are all inactive. At the beginning of each floor beginning with Floor 2, each player may select one of their skills to activate. So a player will have no skills on Floor 1, one skill on Floor 2, two skills on Floor 3, and all three skills on Floor 4.
Get yer own scrolls: Players start the game with 0 scroll cards instead of 2.
Pillars of inconvenience: You’ll need some other marker such as chess pawns or bingo chips for this to serve as pillars. After placing rubble tokens on each floor and before placing characters, randomly place 4 pillars on the board (can’t be placed on rubble space). These pillars block the space and can not be entered or have tokens. You can vary the number of pillars as desired.
Rubbles need their personal space: When placing rubble tokens, you may not place a rubble token diagonally to another rubble token as well as not place one orthogonally, unless there are no other available spaces to place the rubble token. I believe the rules allow you to place rubble diagonally to another, but I may be wrong about this. If I am wrong, then Hey! Allow placing rubble tokens diagonally to another rubble token.
When is it gonna collapse?: The difficulty level of each floor won’t be known until you advance the Impending Doom token to #4. When this happens, roll a die. 1-2 = Hard, 3-6 = Normal, 7-8 = Easy.
When is it gonna collapse, Take 2?: Same as above, except you roll the die to determine difficulty level at the beginning of each floor.
Programmed difficulty: Instead of determining the difficulty for the entire game, designate the difficulty of each floor at the beginning of the game. Example: Floor 1: Medium, Floor 2: Medium, Floor 3: Hard, Floor 4: Easy.
Wandering monsters: At the end of each player’s turn and replacing rubble tokens, that player may move one revealed monster token one space orthogonally (not diagonally). The monster token may be moved onto another player’s space provided another rubble token isn’t already in that space. Alternate: allow the monster to move diagonally.
Rubble: Healing Fountain
Pennies in the fountain: A player who reveals a Healing Fountain receives 1 Gold.
Perhaps you should purify it first: When a player lands on a Healing Fountain token and instead of healing normally, roll a die. 1 = Poison! Advance the Poison Counter 1 space. 2-4 = Heal 2 HP. 5-7 = Heal to maximum HP. 8 = Either heal to maximum HP, or move Poison Counter to 0.
Use it or lose it: Players may carry no more than 3 scroll cards.
Disarming: Before drawing a Trap Card, a player may attempt to disarm the trap. Roll a die. 7-8 = you disarm the trap and do not draw a card. 2-6 = draw a Trap Card normally. 1 = draw 2 Trap Cards. Alternate: A player who wishes to disarm a trap must spend 1 Move Point to attempt this.
Finder’s Fee: A player who reveals the Exit Token receives 3 Gold instead of 1. Alternate: Receive 5 Gold on the final floor. Alternate: Only apply this if the Exit Token is revealed on Round 4 or after.
I thought you said the Exit was over here! If the Exit Token has been revealed at the end of the round, roll the dice to place the Exit Token onto the rolled space (per token relocation rules) before advancing the Impending Doom marker. Note: you won’t actually do this if it’s the last round of the floor as the floor is going to collapse.
Chicken!: If the first player to exit the floor already has the 1st to Land Token, that player loses 2 Gold.
Crowded space: More than one Rubble Token can occupy a space when you roll to relocate resolved tokens at the end of a player’s turn. A player that moves onto the space with multiple rubble tokens may resolve them in any order one at a time, but must resolve all of them. Do not reveal any unrevealed rubble token until the player chooses to resolve it.
Fickle Gem: Whenever a player gains possession of Baldrick’s Gem, roll a die. 1-3 = the Gem is cursed! 4-8 = the Gem is not cursed. Note that this roll takes place each time possession of the gem changes, so it may be cursed in one moment and not cursed in another.
Butterfingers: When a player who possesses Baldrick’s Gem exits a floor except the last, that player receives 1 Gold, and the Gem is shuffled back into the next floor’s rubble tokens.
Appraised Value: Instead of being worth 5 Gold at the end of the last floor, the actual value of the Gem is unknown until the end of the game. At the end of the game, roll a die. The result is the number of Gold the Gem is worth.
No pain, no gain: At the end of the game, the cursed Gem is worth 5 Gold plus 1 Gold per the number of persistent curse cards the player has active.
Secret Passage: If a player is on a space at the edge of the floor (beside the wall), that player may spend one move point to check for a secret passage. Roll a die. 1-5 = no effect. 6-8 = Secret Passage! Place the character on any empty space (no character or token) on the floor next to a wall.
Searching: If there are any unused rubble tokens available that weren’t placed at the beginning of the floor, a player may spend 1 move point to search. Roll a die. 1-4: Nothing. 5-8: Take one of the unused rubble tokens, place it on your space, and reveal it. Treasure is worth 2 Gold in addition to the value of the Treasure Card. If it’s a Monster, you may not run away.
Running: A player may choose to have a Move of 5 at the beginning of the turn instead of 4. If a player chooses to do this, that player must move in a straight line and in the same direction during the turn. A player may not choose this option if under any effect that impacts movement, such as Spider Web or Rolling Boulder trap.
Swipe: You lose one Hit Point whenever you run away from a monster.
You’ve really made him mad now: The cost to run away from a monster is the Level of the monster plus the number of Monster Damage tokens on the monster.
You call that a bribe?: After paying Gold or using a scroll to run away from a monster, roll a die. 1-2: You do not successfully run away from the monster and must continue. You may try to evade again, but you must roll the die each time you attempt to run away. Alternate: Only apply this rule if you play gold to run away. Scrolls don’t require a die roll.
Whiffing and Smashing: If a player rolls a natural 1 before any modifiers, that player loses 1 gold or 1 scroll card (player’s choice). If a player rolls a natural 8 before any modifiers, place 1 Gold on the monster card. In addition to this effect, you resolve the die result normally.
Dropped Gold: If a player is knocked out, place one Gold token on the space the character occupied when knocked out. Any player that moves onto the space receives the Gold token. It’s your judgment call on whether you want to allow rubble tokens to be relocated on the space a Gold token occupies.
- Last edited Sat Mar 8, 2014 2:52 pm (Total Number of Edits: 1)
- Posted Sat Mar 8, 2014 2:29 pm
@David: YESYESYES! This was one of our aims with Baldrick; to give you players a set of knobs and levers to fine-tune the play to EXACTLY how you wanna do it. Thanks for sharing these with everyone!