I wanted to share a reworking of the
Deep Realms expansion
I created over the weekend, I don't know how popular it is, but I always found it was rarely touched because the layout wasn't so exciting, and the Rat Queen and the Wraith Lord always seemed pretty unexciting 'bosses'. The decks themselves however have some fantastic cards in, a new favourite is the '
Pharaoh's Crown
' in the
Bridge Deck
, which allows you to force an enemy to re-roll their attack roll (Neat!).
But I also used it to fix a few things that bother me about the
City expansion
; the city deck is alright, but not that many exciting items to find. And getting thrown in Jail is a game-changing pain, especially when you draw '
Taxation
'. And also, depending what adventure cards you draw, you can often be stuck with no gold for a very long time
So, onto my fixes to sort these out - they come down to two new sub-areas that run underneath the shops. For use with the
Bridge Deck
the first is the area which I've called '
Smugglers Den
'. For the lore, imagine a run-down set of slums, ruined buildings and passageways, an older part of the city neglected by the citizens. This can be entered via
the Wharf
, and has four spaces leading to a dead end. These are the rules to go with them
Space 1: Draw 1 card.
Space 2: Draw 2 cards.
Space 3: Draw 2 cards. If you win all battles in this turn, in addition to taking the trophies you may take 1 gold. On your next turn you may only move 1 space.
Space 4: Draw 3 cards. If you win all battles in this turn, in addition to taking the trophies you may take 2 gold. On your next turn you may only move 1 space.
I thought it would be a good (and dangerous!) way to farm gold. It might lead to Overpowering a character, but there are things like the
'Green Slime'
in this deck that can take your precious items away.
Secondly, whats that you say? Trapped in Jail and can't quite roll a 5-6? Instead of hanging out there doing nothing, you can attempt to escape via my new sub-area number 2 '
The Catacombs
', this has 4 spaces and is entered via the
Jail
and the
High Temple,
where the honoured dead have been entombed. This is used with the
Crypt Deck
. Here are the rules for these spaces:
Space 1: (From Jail) Draw 1 card. On your next turn move one space, you may not enter the
Jail
.
Space 2: Draw 1 card. On your next turn move one space.
Space 3: Draw 1 card. On your next turn move one space.
Space 4: Draw 1 card. If you are exiting the Catacombs through the High Temple, throw and move away normally. If you remain in the Catacombs, move one space.
I've found this has gotten a lot more use and excitement out of the 2 other decks and made the city a much more fun board to explore. Please try out these rules yourself and let me know what you think!!
DCJ
The Deep Realms - Repurposed
Concept is pretty interesting. Do you have pictures anywhere? I personally don't agree that Rat Queen and Wraith Lord are unexciting, but could be me.
I am intrigued with the idea of sub-levels in the City (or possibly anywhere) but have a problem visualizing them, in terms of 'Realm" cards or the such being placed in proximity (always thinking of the finite boundaries of table space, LOL).
Catacombs, Honored Dead and a Crypt Deck - you definitely have some connective ideas, and I approve.
I'm doing a rough draft atm, but hampered by technical inability, I'll upload what I can when able. Nice to have your approval, 0