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DungeonQuest (third edition)» Forums » Variants

Subject: Combat Sucks, So heres the plan. rss

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John Hart
United States
La Marque
Texas
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I got this game a few days ago and figured out real quick that the current combat system is no better than rock/paper/sissor. In fact you could just about randomly turn over a card and have about as much fun as using the combat system. So here's an alternate way to play.

All standard rules stand except where noted.

1: You get all of you power cards at the begining of combat, as the player. Take 1 random card out of the Monster's set and place it under the monster card so that it shows which type of combat the monster excels at. Example. The demon might get Range or Magic. The troll always gets melee. The monster gets 1 of the remaining power cards at random.

2: Draw 4 more cards from the battle deck.
(At this point the player should have 8 and the monster 5)

3:Each player picks a card as normal, but they may not pick an attack type that is on top of the enemies damage pile. (Example: The demon lost last round when you attacked with the ranged card. This round you can not attack with a range card. Previously you lost to a melee attack. The demon cannot attack with a melee attack this round either becuase the top of your damage pile has a melee card.
EXCEPTION: Power cards. You may always play a power card even if it matches the top of your opponets damage pile.
EXCEPTION 2:If you Dont have anything but the same type of card thats on the top of your opponets damage pile you may choose a card like normal but you must show your hand to your opponet in the next phase after you reveal your card. If that happens then after the assign damage but before draw new cards step you may discard as many cards from you hand as you wish.


4: Reveal cards (like normal) Remeber that the monster gets to add +1 to its total for each card that matchs its excel card (from step 1). Example: The troll plays a Heart strike (4) the trolls total = 5
Example 2. The same troll plays a Slash (1) and sucsessfully counters your Soul burn (4). He then adds another slash (1) and a Heart strike (4) The trolls total is Slash ((1)+1) + Slash ((1)+1) + Heart Strike ((4)+1) = 9


5: Counter attack (like normal)

6: Assign damage. Like normal except that you take 1 point of damage immediately for every card that does not have a counter (this inclueds power cards) in the upper right hand corner. Example : The troll has lost to a heart strike and take 1 point of damage and then adds the card to his damage stack. The next round the troll wins after playing his Power card "Rampage" which lets him discard 1 card from his damage stack. he discards the heart strike card, but keeps the 1 point of damage. So effectivly the Heart strike (melee), Barrage (range), and Soul Burn (magic) (PLUS A LOT OF POWER CARDS) all do 2 damage each, 1 point of damage that you cant "healed" and 1 card that can be "healed" during combat.

7: Fill you hand back up to 5. If you have more than 5 cards you may not draw a card. Repeat step 3 thru 7 until a winner has been decided.

This sounds like a lot, but it flows very well. It also make combat fun. It also make the monsters want to use a particular type of attack more often which makes more since. The only other thing that needs to be addresed is Challara. The wording on her card should read "if you have 8 of more wounds, you may only draw 1(*) of you power cards at random at the start of combat. *(maybe it should be 2, somebody playtest that and see whats best)

Please let me know what you think. Thanks
 
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Bjørnar Løseth
Norway
Bergen
Hordaland
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There is an official variant available from FFG. It's quite elegant. Check it out.
 
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Uwe Heilmann
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Hi from Germany,

I still use "action" cards both for the adventurers and the monsters. Each one gets a specific set when it comes to combat.
For example, some adventurers cannot use "spell actions", some monsters cannot apply "range combat".

In addition, the two duelists are placed on the Battle board. The figures' relative position there will further influence their options. For example, adjacent opponents cannot use range combat.


Such a system adds a lot of "action" to the game and requires only a minimum of extra time (if compared to rolling dice, for example).


Cheers
U.L.H.

 
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George Grace
United States
Petoskey
Michigan
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Nice job tuner13. can you upload the Battle Board in PDF?
Thanks!
 
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