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Subject: The Dragon Expansion - Introduction #3 rss

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Richard Launius
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The Dragon Expansion Introduction #3 - Global Effects and Agents
of the Dark Lord



The addition of Global Effects to the Darkness Spreads deck brings more story to the game as specific conditions, both good and bad, will come into play and force the players to alter their strategies accordingly. With the addition of the Global Effects, most scenarios are removing the Quiet Night cards from the game with the idea that their benefit is replaced with the Good Global Effects.

We have developed over 40 Global Effects and will be including several in each expansion. There will be 10 Global Effects in the Dragon Expansion (5 good effects and 5 bad effects). Each Game you will use 1 to 3 of each type of Global Effect (good & bad) with the players setting the balance. For harder games you would use 3 Bad Global Effects and only 1 or 2 Good Global Effects. For an easier game you would reverse the set up. Global Effects become active when drawn and are often stay active, creating an environment or situation that effects play, until one of 2 things occur - a General moves, or a new Global Effect is brought into play.


Example of a Couple of Global Effects cards:



Example - Good Global Effect:


The Healing Touch
The land responds to the magical enchantments of rebirth...
Healing Land Actions receive a
+1 modifier to each die rolled



Example - Bad Global Effect:


Dark Skies
The sky boils with thick black clouds and a foreboding of gloom...


Travel by Eagle is reduced from
4 spaces to 2 spaces.

This includes travel by the Eagle Rider as well as
Hero Cards discarded for Eagle movement.


Global Effect cards when drawn do not count as Darkness Spread Cards for the purpose of placing minions or moving Generals. When a Global Effect is drawn, it is activated by placing it on the board as a reminder of the effect to all players and as the card instructs another Darkness Spreads card is drawn.


Agents of the Dark Lord

Agents of the Dark Lord are hindering monsters that are less than generals in that they do not move into Monarch City, but certainly tougher to defeat than the minions. The players may choose to add an Agent to any game to increase the difficulty, and some scenarios are included in the Dragon Expansion that add a specific Agent of the Dark Lord to the war.


In the Dragon Expansion you will get 3 Agent of the Dark Lord cards that are lesser versions of the Red, Black, and Green Dragons. Each card identifies everything that is need to know about the Agent, where they start the game, the game event that activates them, how they move, the action they perform when activated, and what the heroes must do to slay them. More than anything else, Agents of the Dark Lord give the players one more challenge to address and are primarily added to games by experienced gamers looking for such a challenge.

The following are key rules about using Agents in the game.

- Only 1 Agent can be used in a game

- Agent cards identify their Starting Location, Moving Process, Special Abilities, and requirements for them to be defeated

- The same Dragon cannot be an Agent and a General in the same game

- Agents never invade Monarch City

- Agents do not count as Minions on Locations

- Heroes may move freely past Agents

- Agents, like Generals, do not attack Heroes that end their turn on a Location with them

- Agents only attack when they are activated to do so

- Slaying an Agent grants a Victory Point with base game rules (More in the King’s Champion Variant) and a reward of 2 Hero Cards


A look at an Agent of the Dark Lord

Hemlock:

The Green Dragon Hemlock’s heart is a venomous as his breath, and his task of finding the heroes' sanctuaries lead him to the Inns, seeking them out when and where they were least prepared.

Start Location: Wyvern Forest

Moving the Green Dragon: Each time a General moves the Green Dragon will move. His path is set moving counter clockwise around the board from Wyvern Forest to Chimera Inn to Gryphon Inn to Eagle Nest Inn and then back to the Wyvern Forest. Then repeat the path.

Closing the Inn: The Inn the Dragon is on is closed. Heroes may not enter the location. Additionally, each time he moves to an Inn draw 1 Hero Card and place it beside him. Any Hero cards gained by the players that match the color of this card will do 1 wound to the hero for each matching card obtained.

Defeating the Green Dragon Agent: The Green Dragon may only be attacked by an individual Hero - no Teaming Up. A Hero can attack the Green Dragon by spending 1 Action at his location. When attacking, the player draws 1 Hero card from the Deck. The hero must now discard 3 hero cards of the same color. If he fails to do so, he must discard as many cards as he has and suffer 1 Wound for each card less than 3 discarded. If the hero succeeds - Hemlock is discarded.

Well, that is all for now. The expansion has a lot to offer players seeking to expand the epic battle for the Realm and hopefully these brief introductions have given you a good vision to the fun and challenges the Dragon Expansion will bring. Thanks for your interest and thanks for playing Defenders of the Realm.

Richard


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Robert B
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So Hemlock can only be defeated when at Wyvern Forest.
 
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Richard Launius
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Hemlock
in the form of an Agent of the Dark Lord can be attacked at any location in his path, the Wyvern forest or an Inn. Players can attack him at the Inn, but may not enter an Inn that he is at - his presence blocks entry.

Thanks - Richard
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Matt Smith
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For the hero to defeat Hemlock, he must discard all three cards, right? Discarding 2 cards and taking 1 damage is considered defeat, right?
 
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Richard Launius
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For the hero to defeat Hemlock, he must discard all three cards, right? Discarding 2 cards and taking 1 damage is considered defeat, right?

That is correct - the player must discard 3 cards of the required color to defeat Hemlock.

Thanks - Richard
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Olivier Prevot
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Richard Launius wrote:

Hemlock
in the form of an Agent of the Dark Lord can be attacked at any location in his path, the Wyvern forest or an Inn. Players can attack him at the Inn, but may not enter an Inn that he is at - his presence blocks entry.

Thanks - Richard


So physically the character is on the location before the inn? On the inn but he cannot draw?
Not sure I understand... modest
However the Dragon Expansion is really what we need for a harder game!
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David Moffett
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It looks like he is saying you can go to the inn but not use it.
 
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Bob Marso
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Question for Richard,

Each time Hemlock moves from one Inn location to another does he get an additional card placed beside him or when moving does he first discard the card he had and then draws a new one therefore never having more then one card beside him?

Even if Hemlock only wounds heroes for a maximum of one kind of card they obtain, this could be quite detrimental to the players. An example that comes to mind:

4 Heroes do a group attack and defeat a General. Each obtains the reward of 3 cards and they get a very unlucky draw!

Sounds like a fun expansion. Looking forward to it.


Bob



 
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