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Other Customization & HS Additions Everything from new ways to play to modded figures |
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#1
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Heroscape: Insurrection Deck (Coming Soon)
This is a work in progress, I started it awhile ago and never got around to finishing it. I want to see what others here think. Keep in mind, this is a rough draft and everything is subject to change, the cards are all rough drafts too, if anyone has any suggestions for special cards, feel free to post them, I might include them in the final release (proper credit will be given).
I will post a full PDF when I get all the kinks worked out and get some good constructive feedback. HEROSCAPE: INSURRECTION DECK The deck of 60 Insurrection cards is placed so each player can reach it. Before the game starts there should be a few Control points placed on the board. Anything can be used to indicate a Control point, Glyphs of Brandar, Pennies, anything. Any number of Control Points is okay, at least 1 is needed but more may be used for larger maps. Try to place them evenly between the players starting zones. DRAWING CARDS Control Points are neccessary because they are how players draw more cards. Cards are drawn at 2 points during the game (unless a card allows you to draw): 1. At the beginning of each round before order markers are placed, each player draws 1 card for each Control point they control. 2. At the end of a player's turn, if that player played any number of cards, they can draw one card as long as they still control at least 1 control point. These are the only to draw cards (except any special cards that allow it) so controlling these spaces on the battlefield is to your advantage and should be the center of many battles. Playing Cards: You can play any number of cards during your turn, but remember the only way to draw more cards is to get to those Skirmish points. You are never forced to play any cards, its always optional. Attack Cards - Attack cards are played before rolling attack dice. These cards add either additional attack dice or automatic skulls to the next attack roll. Only 1 attack card may be played per attack roll. Attack cards can not be added to Special Attack rolls. Defense Cards - Defense cards are played before rolling defense dice. These cards add either additional defense dice or automatic shields to the next defense roll. Only 1 defense card can be played per attack roll. Special Cards - Special cards have the play requirements listed on the each card. Other rules: Hand Size - The maximum hand size is 6 cards. Anytime you would draw a card that would put you over 6 cards, you need to discard a card first. Remove from the game - Some special cards say they get removed from the game, this means that after you play them are aren't placed in the discard pile like normal, it is put into its own pile and can't be brought back into the game. Here are some examples of cards: |
#2
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Nice idea Nether. They will add a new dimmension to the game. I would like to see more.
EDIT: Interesting my 1000th post was a comment obout an idea by one one the masters of posts, Netherspirit C3V Current Broadcast 4/29/2015 C3V Testimonial from " Easily the best quality classic customs I have ever seen" MY MINIATURE COLLECTION -- NEW VALHALLA |
#3
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I really like your idea Nether. I look foward to seeing your final product.
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#4
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Great stuff, NS! Maybe a rule that there should be x number control points per player. I was thinking 2 per player and they should be placed a minimum of 6 to 8 spaces away from any starting zone.
Looking forward to seeing this project move forward! Newb. |
#5
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I like it!
We've been looking for something to add to our weekly games and this just may be it Ideas for cards: Movement +1, +2, +3 (sure that may be in the works) Common/Unique Specific Common Squad Rally (After revealing an Order Marker, instead of taking a turn with that card, move X amount of any squad figures without attacking. X can equal total amount of Control Cards in your hand that you discard.) Order Marker X Converted To Any Number 1-3 (maybe even 4?) or Rearrange all Order Markers mid-round Free Disengage |
#6
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I like how it seems that it only has a turn effect rather than a game effect like the glyphs sometimes have. And no massive curse!
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#7
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This is a great idea! How long until completion?
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#8
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I love these.
Still confused over Replay and Reshuffle wording though. Does reshufle mean you fold your hand into the discard deck and draw a new equal hand? Also, possibly increase the text field/type size on the specials for us old blind codgers like Revdyer and myself ( rev). I wanna see these for sale at HMG... GENERATION 27: The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment |
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#10
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I like this idea. I'm assuming the deck will have a higher number of the weaker cards compared to the stronger cards. Something like:
+1 dice*7 +2 dice*4 +3 dice*2 +1 auto*3 +2 auto*2 +3 auto*1 Here's a couple ideas for cards: Gift of the Winds-Special Card-Play this card before moving a figure. For the duration of its move, that figure is considered to have flying. Species Bonding-Special Card-Play this card before taking a turn with a squad. Before taking a turn with that squad, you may take a turn with any hero you control that is the same species as the squad. Buddy System-Special Card-Play this card before taking a turn with a hero that is adjacent to at least one other hero you control. For the duration of the turn, treat the hero and one of the heroes you control adjacent to that hero as a squad and move and attack with both of them. (I'm sure this one could probably be worded better.) |
#11
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