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Subject: Travel Hazards Progressive (No Doom Track) Variant rss

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Damon Asher
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Jefferson
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Runebound
Travel Hazards
Progressive (No Doom Track) Variant

v1.0 12/29/05

While I’m not a fan of the Doom Track, I do like the way that it works with Travel Hazards to make the land progressively more dangerous as the game advances. This Travel Hazard variant is meant to allow you to accomplish this effect without needing to use the Doom Track.

Simple version:
When a Travel Hazard is encountered, draw a card from the stack that matches the color of the currently active Event. No Travel Hazards occur until the first Event takes place.

Variable version:
When a Travel Hazard is encountered, roll 2 movement dice and add the number of symbols to determine the hazard number, then draw a card from the indicated deck.

Hazard number___Draw card_____________Probability
..........4.............current Event level -1....25%
..........5.............current Event level........50%
..........6.............current Event level +1....25%

Before any Events are drawn, the Event level is 0, so no Travel Hazard encounter occurs unless the player rolls a hazard number of 6, in which case he will draw from the Green deck. Similarly, when a level I Event (Green) is out, a hazard number of 4 means there is no encounter, 5 means a Green card is drawn, and 6 means a Yellow card is drawn. Once event IV (Red) appears, all Travel Hazards come from the Red deck unless a hazard number of 4 is rolled, in which case a Blue card is drawn.


These rules have the effect of making traveling progressively more dangerous as events transpire, eventually reaching the point where Margath and the Dragonlords are actively hunting the Heroes! Remember, if you win a Red Challenge as a Travel Hazard, you have only fended off the attack and don’t collect the Rune (or win if it was Margath), although you do get experience points.

All other rules are as stated in the 2nd edition rulebook.

Please feel free to let me know how this works out for you if you try it!
Drasher25 at BoardGameGeek
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Jarno Suntio
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This is very good. Nicely done, Damon.

Add this to the staggering xp variant and you'll really have some fun (at least I know I would):
http://www.boardgamegeek.com/thread/98550
I like the fourth post on that thread (that's Mike's variant of staggering xp).

Also I'm thinking if you're not using doom track then maybe start the endgame when first player reaches level 7. Because of the staggering xp, all the other players should be on level 6 (or at least level 5) when the first player reaches level 7.

I'll propose play-testing during our next session of "Rune" as we call it. With these three variants it should be quicker, easier and more fun
 
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dsr15
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I've been looking for good rules around the travel hazards when not using the doom track. You're variable rules are just what I've been looking for! Well done!

dsr
 
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