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Subject: Changes between 1.1 and 1.2 rss

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Steve Scothern
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Does anyone have a complete list of the changes between version 1.1 and 1.2?
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Gabriel Gendron
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Hi Steve,
Here's a complete list of the changes:

Rules:

- The rulebook has been completely rewritten, reorganized and streamlined. Lots of sections are no longer in the new rulebook and instead consolidated.

- The Dungeon has 14 Areas instead of the original 20. This reduces playtime by 33%.

- A new Healing Spell has been introduced that can be used either in Combat or before resolving a card.

- Once you've unlocked the 4th dice, any amount of XP earned instead gives you 1 HP. Originally, all XP earned in excess were wasted.

- Skill Checks are now linked to your Character's Rank instead of Armor level. This makes more logical sense in an RPG.

- Turn Sequence was streamlined to include the Food Rations rules right in the Delving Phase.

- Defeating Boss Monsters now gives you more generous rewards: Gold, XP and a Special Item. Defeating Monsters now gives less XP and was balanced this way.

- You may now purchase and sell Armor at the Merchant card. Originally, it was a random drop from the Events card.

- The Big Health Potion how gives +4HP instead of +3HP, this was a typo.

- Before resolving the Event card, you may now perform a Skill Check to see if your adventurer can influence its fate and choose from 3 Events options instead of just 1.

- The Event card is now more generous: +2HP, +2 Gold, +2XP, etc.

- The Monster on the Event card is the same Attack strength as the Monsters. New rules were introduced to replicate this.

- The Pit trap on the Trap card has been better explained and includes edge cases.

- While performing Combat, you may now perform Feats that enable you to reroll any dice once at the cost of -1XP or -2HP. This helps a lot mitigate the luck of the dice.

- A new scoring system and scoring sheet have been introduced. It's now a score value instead of a cryptic way to keep track of your progression.

Cards:

- The Dungeon Card and the Character Stats card has been reorganized and 0 spaces where added to all tracks.

- Added white borders for a cleaner look.

- Added proper card backs.

- Added "Skill Check" reminder text on the Event and Trap card.

- Subtle updates to the art of certain cards.

- Reorganized the layout of the dice columns on the Room cards for better readability.

- Added a bonus larger player mat for your Character Stats, you may now use an extra 5th token to track your XP instead of a die with this mat.


That's pretty much it! Lots of gameplay improvements and polish overall!

Cheers,
Gabriel
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Jim Parkin
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Awesome, Gabriel.

Query: you originally entered Mini Rogue into the 9-Card PnP Design Contest. Was this game always going to be only nine cards, or did you roll with the contest and set the design constraints at that point?
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Steve Scothern
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That was fast, thanks!
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Paolo Di Stefano
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Jim, I'll answer this one.

During the Christmas holidays, I played around with Neapolitan cards and tried to find a way to infuse a rogue-like feel to it.

At that point the game was very very simple, and only 4 cards were used, one die, and no tokens. About a week or two later we found out about the contest, and we set the design constraints to fit the contest. Gabriel expanded the gameplay to take advantage of all the components we were allowed. He's the genius.

Funny thing is that we were thinking about launching another game entirely (which has been like 95% done for a year now) in 2016, but the contest completely changed our plans.
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Jim Parkin
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Very cool! Thanks for the insight into your design process, Paolo. Now I get to look forward to another game!
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