Jul 22, 2021 10:32 am
Campaigns
The game will be based on two campaigns from Heroes of Might and Magic 2's expansion; Price of Loyalty and Voyage Home.
If it all goes well, we can continue playing other campaigns.
Scenarios
The campaigns are organized in scenarios, which you will need to complete. Depending on your Lord, you will be in different scenarios, until you all meet at some point.
I'll introduce the scenario with the text and video (if I find it) and then we will run the challenges until someone "wins" a Joker Card
Challenges
During each Scenario, you will use your resources to overcome the challenges that stand between you and your (scenario) goal.
To determine what challenges you face, draw one card. Its suit defines the type of challenge you are facing, while its value the determines the opposition in your way.
Since this is an initial test run, the pace will be very fast. For each scenario, each time you draw a card, you will draw one extra card. This will increase the difficulty as you make progress though the scenario, but will also means someone will draw a Joker faster (within 4 posts). Story wise, it reflects the increasing logistic difficulties of maintaining a large force in hostile territory.
Unsolved challenges become threats, which are NPC heroes own their own.
(black)
> ♣ Military: You need to force your way, remove hostile force, perform some military action, etc.
> ♠ Intel: You need to find something, solve a problem, scout/spy, etc.
(red)
> ♥ Diplomacy: You need to persuade, inspire, threaten, recruit etc. some relevant group.
> ♦ Resources: You need to gain access, trade, produce, etc. some resources
> Ace: No challenge today. You gain Resources!
> 2: Beasts - Boars,Unicorns, Grifins
> 3: Monsters - Lizardmen/Minotaurs/Cyclops/Medusas
> 4: Tribal races - Gnolls/Goblins/Ogres
> 5: Fey - Pixies, Unicorns, Centaurs, Treants
> 6: Groups - Brigands, Nomads, Wizards
> 7: High Races - Elves, Dwarves, Halfling
> 8: Undead - Skeletons, Zombies, Ghosts
> 9: Magic constructs - Golems, Gargoyles, Clockwork.
> 10: Magical creatures - Djinns, Elementals, Nagas, Dragons
> Jack: Opposing Lord's town
> Queen: Opposing Lord's town
> King: Opposing Lord's town
> Joker: Mission objective matching two challenges of the card color. All players fight for the objective until one side "controls the two challenges"
Resources
All resources are abstracted as coins (two sides). Each time you draw cards, you gain 1 resource (1d2) per town/region you control.
These resources can be used to supply your heroes for their missions, by adding "sides" to their hero die:
1d2 -> 1d4 ->1d6 ->1d8 -> 1d10
Any player can receive support/help, in the form resources, from any other other allied player. Besides changing resources' hands, this also allows one heroes to be supplied twice in one draw, if the resources are delivered to the hero.
Heroes
Heroes are named characters serving your house. You will send heroes to face the scenario's challenges you roll the hero's die (pool of resources) assigned to that hero. The hero's first mission defines its skill (Diplomacy, Military, Logistics, Scout), which you can use once for help.
If you roll a 1, your hero fails and the challenges becomes a threat and your hero losses one resource (downgrade the hero die)
If you are facing another hero, the hero who rolls higher wins. If the winner has 2 or less resources than the winner, this is a great and unexpected victory so you steal 1 resource from the looser!
Narrative
Based on the previous results, narrate what the challenges is, how it threatens your mission and which heroes you deploy to face it. Explain the heroes actions and adventures and how the outcome changes your situation and helps, or hinders, your mission.
The game will be based on two campaigns from Heroes of Might and Magic 2's expansion; Price of Loyalty and Voyage Home.
If it all goes well, we can continue playing other campaigns.
Scenarios
The campaigns are organized in scenarios, which you will need to complete. Depending on your Lord, you will be in different scenarios, until you all meet at some point.
I'll introduce the scenario with the text and video (if I find it) and then we will run the challenges until someone "wins" a Joker Card
Challenges
During each Scenario, you will use your resources to overcome the challenges that stand between you and your (scenario) goal.
To determine what challenges you face, draw one card. Its suit defines the type of challenge you are facing, while its value the determines the opposition in your way.
Since this is an initial test run, the pace will be very fast. For each scenario, each time you draw a card, you will draw one extra card. This will increase the difficulty as you make progress though the scenario, but will also means someone will draw a Joker faster (within 4 posts). Story wise, it reflects the increasing logistic difficulties of maintaining a large force in hostile territory.
Unsolved challenges become threats, which are NPC heroes own their own.
[ +- ] Suits
(black)
> ♣ Military: You need to force your way, remove hostile force, perform some military action, etc.
> ♠ Intel: You need to find something, solve a problem, scout/spy, etc.
(red)
> ♥ Diplomacy: You need to persuade, inspire, threaten, recruit etc. some relevant group.
> ♦ Resources: You need to gain access, trade, produce, etc. some resources
[ +- ] Values
> Ace: No challenge today. You gain Resources!
> 2: Beasts - Boars,Unicorns, Grifins
> 3: Monsters - Lizardmen/Minotaurs/Cyclops/Medusas
> 4: Tribal races - Gnolls/Goblins/Ogres
> 5: Fey - Pixies, Unicorns, Centaurs, Treants
> 6: Groups - Brigands, Nomads, Wizards
> 7: High Races - Elves, Dwarves, Halfling
> 8: Undead - Skeletons, Zombies, Ghosts
> 9: Magic constructs - Golems, Gargoyles, Clockwork.
> 10: Magical creatures - Djinns, Elementals, Nagas, Dragons
> Jack: Opposing Lord's town
> Queen: Opposing Lord's town
> King: Opposing Lord's town
> Joker: Mission objective matching two challenges of the card color. All players fight for the objective until one side "controls the two challenges"
All resources are abstracted as coins (two sides). Each time you draw cards, you gain 1 resource (1d2) per town/region you control.
These resources can be used to supply your heroes for their missions, by adding "sides" to their hero die:
1d2 -> 1d4 ->1d6 ->1d8 -> 1d10
Any player can receive support/help, in the form resources, from any other other allied player. Besides changing resources' hands, this also allows one heroes to be supplied twice in one draw, if the resources are delivered to the hero.
[ +- ] "Resources" example
Source | Resource | |
Gold Mine | Gold | |
Sawmill | Wood | |
Ore Pit | Ore | |
Gem Mine | Gems | |
Alchemist's Lab | Mercury | |
Sulfur Mine | Sulfur | |
Crystal Mine | Crystal |
Heroes are named characters serving your house. You will send heroes to face the scenario's challenges you roll the hero's die (pool of resources) assigned to that hero. The hero's first mission defines its skill (Diplomacy, Military, Logistics, Scout), which you can use once for help.
If you roll a 1, your hero fails and the challenges becomes a threat and your hero losses one resource (downgrade the hero die)
If you are facing another hero, the hero who rolls higher wins. If the winner has 2 or less resources than the winner, this is a great and unexpected victory so you steal 1 resource from the looser!
Narrative
Based on the previous results, narrate what the challenges is, how it threatens your mission and which heroes you deploy to face it. Explain the heroes actions and adventures and how the outcome changes your situation and helps, or hinders, your mission.