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The Resistance: Avalon» Forums » Variants

Subject: Quest Cards, an alternative to plot cards rss

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Ian Toltz
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So how about instead of plot cards, we have a deck of quest cards, and a new one is drawn at the beginning of each mission to alter the rules of that mission a bit.

As far as I'm aware, there's not actually a story inherent in Avalon, so let's go ahead and change that, too, to provide some context.

Story

Quote:
King Arthur has been cursed and fallen into a deep slumber. The Knights of the Round Table must complete quests to awaken Arthur.


Rules

At the beginning of the game, set aside the Confront Mordred quest card, then shuffle the other quest cards. At the beginning of each mission, the leader of that mission draws a quest card.

Each quest card lists which mission(s) it is appropriate for. If the drawn quest card is not appropriate, discard it and draw again. Continue doing so until an appropriate quest is drawn.

Mission Cards

Confront Mordred - Mission 5

This card is not shuffled into the quest deck, and is always chosen as the quest card on the 5th mission. There are no other special rules for this mission.

The knights have discovered that Mordred is behind the curse which has befallen Arthur. If they can defeat Mordred, the curse will be broken!

Seek the Lady of the Lake - Missions 1, 2, or 3

If this quest is completed successfully, the leader of the mission gives the Lady of the Lake token to one of the other players who was on the mission.

The Lady of the Lake, a former student of Merlin and friend of Arthur, may be able to help the Knights on their quest.

Locate Excalibur - Missions 1, 2, 3, or 4

If this quest is completed successfully, add the Excalibur card to the game.

Arthur's fabled sword, Excalibur, has been hidden away. The king has a strong connection with the sword, so it may help to awaken him.

Restore Order - Missions 1, 2, 3, or 4

Immediately increase the voting track to 4. In other words, the evil players win if 2 teams are voted down during this mission.

With Arthur missing and signs of treachery abounding, nerves are starting to fray. Something must be done to restore peace and camaraderie between the knights, if the king is to be saved.

Consult the Witch - Missions 1, 2, 3, or 4

All evil players on this mission must submit a failure card.

It's said the witch of the swamp knows things that can not be known. She may know how to awaken Arthur--and she may know who is loyal and who is not.


Escort Guinevere - Missions 1, 2, or 3

When this mission starts, take three success cards and one failure card. Shuffle them up and randomly give one to the leader of this mission, face down. This will be an extra card submitted for this mission.

If you don't have enough success and failure cards to do this and still give one of each to each player, use the black and white voting tokens instead; a white token is considered a success, and a black token is considered a failure.

Arthur's queen has been away visiting family. Perhaps her kiss may awaken him... but even she is not above suspicion.

Challenged Allegiance - Missions 1, 2, 3, or 4

The leader may not have himself on any team he proposes.

When brother turns against brother, no one can be trusted.

Name TBD - Missions 1, 2, or 3

In order for this mission to fail, 2 failure cards must be played.


Name TBD - Missions 1, 2, or 3

An additional person must be sent on this mission.

Name TBD - Missions 3 or 4

One fewer person must be sent on this mission.
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Ian Toltz
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A few more cards...

Test of Loyalty Missions 2, 3, or 4

After the leader collects all the mission cards, but before they're revealed, he chooses a number. If the number he chooses is exactly equal to the number of failures thrown, the mission is a success. Otherwise, the mission is a failure.

Flavor text tbd

Xanatos Gambit Missions 2, 3, or 4

Good players may submit failures for this quest. This quest passes if there is exactly one failure. Otherwise it fails.

If this quest normally requires two failures to fail, it passes if there is one or two failures, and otherwise it fails.

Sometimes, the surest way to succeed is to make your enemies work for you.

Tournament Missions 1, 2, 3, or 4

Instead of passing their chosen mission cards to the leader, each player holds on to his card. Instead of the leader shuffling and revealing the cards, each player reveals his own chosen mission card.

The hag of the forest hosts a tournament, the prize for which is a magical amulet
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Andrey
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Looks very interesting.
I didn't receive my copy of Avalon yet, but maybe I'd try this out with regular Resistance. The effects look pretty subtle to go well with plot cards, but powerful enough to break established patterns of the game. Good job!

Here are some thoughts on the cards.

Quote:
Escort Guinevere - Missions 1, 2, or 3
...This will be an extra card submitted for this mission.

Doesn't look cool.
Earlier missions are already uncertain enough, and later missions should bring useful information.
Quote:

Challenged Allegiance - Missions 1, 2, 3, or 4

The leader may not have himself on any team he proposes.

I guess this will only lead to weird metagaming, where the leader must downvote his own proposition to get a chance to go on a mission.

Maybe "the player who was the leader at the beginning of the turn can't go on the mission" would be better.

Quote:
Test of Loyalty Missions 2, 3, or 4

After the leader collects all the mission cards, but before they're revealed, he chooses a number.

Looks a bit weird, but intriguing.


Quote:
Xanatos Gambit Missions 2, 3, or 4

Good players may submit failures for this quest.

Somehow I don't get what this adds to the game :]


Quote:
Tournament Missions 1, 2, 3, or 4

Instead of passing their chosen mission cards to the leader, each player holds on to his card. Instead of the leader shuffling and revealing the cards, each player reveals his own chosen mission card.

I think this is less interesting than regular mission procedure.
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Ian Toltz
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Random_Phobosis wrote:
Looks very interesting.
I didn't receive my copy of Avalon yet, but maybe I'd try this out with regular Resistance. The effects look pretty subtle to go well with plot cards, but powerful enough to break established patterns of the game. Good job!


Thanks. I think this kind of thing naturally tends to favor the good guys, so I threw a few bad ones in there as well.

Quote:
Quote:
Escort Guinevere - Missions 1, 2, or 3
...This will be an extra card submitted for this mission.

Doesn't look cool.
Earlier missions are already uncertain enough, and later missions should bring useful information.


My hope here is to encourage spies to throw failures more often in the early game. Might even consider just restricting the card to round 1, though, which is the mission I think really would benefit the most from it.

Quote:
Quote:

Challenged Allegiance - Missions 1, 2, 3, or 4

The leader may not have himself on any team he proposes.

I guess this will only lead to weird metagaming, where the leader must downvote his own proposition to get a chance to go on a mission.

Maybe "the player who was the leader at the beginning of the turn can't go on the mission" would be better.


I can understand your concern, although I doubt that would come up very often... The goal here is more to break up the established convention that the leader should pretty much always put themself on the team.

Quote:
Quote:
Test of Loyalty Missions 2, 3, or 4

After the leader collects all the mission cards, but before they're revealed, he chooses a number.

Looks a bit weird, but intriguing.


Quote:
Xanatos Gambit Missions 2, 3, or 4

Good players may submit failures for this quest.

Somehow I don't get what this adds to the game :]


Both of these are just designed to add a whole new level of double think to the game. The first also allows a spy leader to sabotage the mission openly and claim it was an accident.

As for the second, well, imagine the following scenarios...

Leader: "Ok, I'll throw the failure, so you guys throw successes."

Suppose the leader is not a spy, but suspects there is a spy on the team. Maybe the leader lies and throws a success, expecting the spy to also throw a failure.

Now suppose the leader actually IS a spy. He throws a success, then will claim the above, that he suspected there was a spy and was trying to flush him out...

Now, suppose one of the good guys on the team suspects that the leader is a spy, and is going to try and pull the second scenario, so HE throws a failure.

All in all, lots of brain-burning double think.

Quote:
Tournament Missions 1, 2, 3, or 4

Instead of passing their chosen mission cards to the leader, each player holds on to his card. Instead of the leader shuffling and revealing the cards, each player reveals his own chosen mission card.

I think this is less interesting than regular mission procedure.[/q]

Yeah, this is definitely one of the less interesting ones. It does mimic a plot card, which is the main reason I feel safe "printing" it. It puts pressure on the spies to pass a mission that might have been ripe for sabotaging, but on the other hand if they HAVE to fail it or lose, they still have that option at the cost of outing themselves.
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Reis
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Restore order is no good. If it is drawn when there are 2 spies in a row it is guaranteed fail if the spies want it. Overall this is neat looking though and i would enjoy testing and developing with you.
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Ian Toltz
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Luce wrote:
Restore order is no good. If it is drawn when there are 2 spies in a row it is guaranteed fail if the spies want it. Overall this is neat looking though and i would enjoy testing and developing with you.


That's a definite possibility, although I'm of the opinion that the chances of this card being drawn at that specific time, and on a mission where it's allowed, are low enough that I'm willing to accept that as a risk.
 
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JT Call
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Asmor wrote:
Luce wrote:
Restore order is no good. If it is drawn when there are 2 spies in a row it is guaranteed fail if the spies want it. Overall this is neat looking though and i would enjoy testing and developing with you.


That's a definite possibility, although I'm of the opinion that the chances of this card being drawn at that specific time, and on a mission where it's allowed, are low enough that I'm willing to accept that as a risk.


I often play this game with five people, so it's a lot more likely to happen.

I love all your suggestions in the initial post (someone get these cards on Artscow stat!!). I'm less enamored with the suggestions in your second post/comment (too confusing and/or seems to take away from the game rather than add to it)...but I could be wrong. Definitely worth play testing.

Some suggestions for your TBD titles

Quote:
Name TBD Remain Vigilant - Missions 1, 2, or 3

In order for this mission to fail, 2 failure cards must be played.

Name TBD Send for Help - Missions 1, 2, or 3

An additional person must be sent on this mission.

Name TBD Sneak into the Castle - Missions 3 or 4

One fewer person must be sent on this mission.


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Ian Toltz
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I got to try this a couple times at work. Not enough to make any strong decisions, but at least a few of the cards definitely do not work well.

Consult the witch (evil people must throw failures) just plain doesn't work, which didn't occur to me until it actually came up and I realized the implications. Specifically, if no failure is thrown, then you know for a fact that everyone on that mission is good.

The one requiring one additional failure is also too onerous.

I did, however, really like Escort Guinevere (neutral card added to mix, 1/4 chance of being a failure), as it plays up the mind games and gives the evil players plausible deniability.

I also decided that in the off chance Lady of the Lake is chosen for the first quest, and it succeeds, it may be used starting with that mission. This is a break from the normal rules, where the Lady doesn't start coming into play until after the second mission.
 
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JT Call
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I also really like Escort Guinevere. My favorite one.
 
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Mr. Pretty
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This is interesting... maybe expand the idea to three possible paths and see what works best.

Quest cards:
Like you suggest, cards that modify the missions in some way.

Reward cards:
Super items produced by completing a quest. Or maybe cursing someone for failure.

Spell cards:
Secret power cards cast on other players at specific times to slightly modify the game.
 
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