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Mansions of Madness: Second Edition» Forums » Variants

Subject: Wounded alternatives rss

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Insanity has all the fun. So many things could happen. Unfortunately, the Wounded condition is a little bland. What if there were other ways you could be Wounded?

When you become Wounded, roll 1d8, then consult the following list:

1. Concussion: You cannot perform any single action more than once each round. [Yes, this is an Insanity too.]
2. Hamstrung: You cannot perform the Move action more than once each round. [This is the default Wounded condition.]
3. Tremors: At the beginning of your turn, choose one action: Attack or Trade. You can perform that action only once this round, and you cannot perform the other action.
4. Blinded: At the beginning of your turn, choose one action: Search, Explore, or Interact. You can perform that action only once this round, and you cannot perform the other actions on that list.
5. Fatigued: At the beginning of your turn, choose one action: Push, Steal, Barricade a Door, Set Fire, or Extinguish Fire. You can perform that action only once this round, and you cannot perform the other actions on that list.
6. Flat-footed: During each Investigator phase, you must take your turn last.
7. Hemorrhaging: If the group must make a choice about a monster instruction’s outcome and you are a valid target, then the group must include you in that outcome. For example, if a monster must move toward the nearest investigator, and there are 2 investigators that are both 1 space away, then the monster must move toward the one with Open Wounds.
8. Hypothermia: You must successfully perform the Move or Push action at least once each round. If you cannot, then you must flip one Damage at the end of your turn.

I'm iffy about the penalty of #8 and the wording of #7, but otherwise I like these. If you got any other ideas to add to the list, please post!
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Aleksandra Kuhl
Poland
Warsaw
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I like those.

Could be something like twisted ankle, where you need someone to come help you as their action maybe.
 
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Blake Curry
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Kansas
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What happens if 2 people get flat footed? Or if 2 people get #7? Do you roll a separate time and 1-4 is investigator #1 and 5-8 is #2 at the start of each round to see which investigator is affected by the result?

And obviously if all 4 have that wound 1-2, 3-4, 5-6, 7-8, and any other die you can find that makes the math match the situation.
 
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Oscar Duretto
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I adore these ideas! Especially, the ones that restrict certain types of actions. These could make for very difficult and dynamically interesting situations. Certainly will try them. Though Hypothermia does seem a little weird from an aesthetic standpoint and forcing move actions can basically mean one action per turn in some cases.

A few simple ideas I have:
Bleeding Out: Flip one Damage at the start of your turn.
Phantom Pain: Flip one Horror at the start of your turn.
Inhibiting Injury: You cannot perform a second action each round, unless you suffer 1 face-down damage. (this is probably too nasty, but there are some insane conditions that can make you lose pretty fast as well)
Ruined Nerves: You do not flip damage face-up, and you cannot flip damage face-down, unless the damage card has the key word Resolve Immediately.

Some are very simplistic, but having a lot of complicated action-based ones might overwhelm some games. Maybe even including an "I'll be fine" Wounded Card with no effect may smooth things out.

And here's possibly a better wording for Haemorrhaging: "When a monster has a choice of multiple investigators to target, one of which is you, you must be picked as the target."

Also there probably should be a ruling that no duplicates can appear. Similar to how insanity conditions work.
 
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