Runebound League

By Sagremor, in Runebound

Hello Everyone,

I think that would be really something if there was a Runebound League, like the one that exists for Arkham Horror. I know Runebound is not a co-operative game but there could be a league for individual gamers. This doesn't mean that only solo players would take part in it.

The points acknowledged to the winnner could be counted really simple, for example in the number of turns it took to slay Margath (or whatever expansion is used). The smaller number - the better. I would really enjoy storylines and scenarios for Runebound, like I enjoy those great scenarios and stories for Arkham League.

What do You think? Could this be possible?

Is there no one interested in Runebound league?

Serioussly, I thought it would be great idea to have something similar to the Arkham League.

Maybe You have some ideas about how it could be done?

I think it would be fun, and certainly doable. The "Power at a Price" card which was posted by Fantasy Flight a while back would be a good example.

Here's a quick try at another example:

Play using the base set, plus Terrors of the Tomb

1) If you defeat a challenge from the original game's deck (not from Terrors of the Tomb), and you do not keep the card as a reward, put the defeated challenge face down in a stack to the side of your character card.

1) When you draw Margath from the Red adventures, the card is automatically replaced with:

Lich Lord Vorakesh

Why devote such magical power to raise some ancient Wyrm? Vorakesh sacrificed himself, but only for his own immortality. Fueled by the power of the fallen, he believes himself invincible.

Before Combat: You may escape without making a roll.

If you escape or fail this challenge, reshuffle the card into the red adventure deck.

Before each round of combat, the player to your right must divide your defeated challenge stack into three piles, corresponding to mind, body, and spirit. Each card adds one to Vorakesh's value in the corresponding phase.

Lives: 7; Mind: 16/4; Body: 16/4; Spirit: 19/5

Here's a very silly idea, in the same direction:

With the defeat of the Lich Lord, all was supposedly peaceful in Terrinoth. But greed was strong among the humans. Thieves were everywhere, and rival merchant guilds fought with one another using sales, and swords, and lethal traps.

"Mind the Store"

Your goal is to open your own store. To do so, you'll need enough gold, and be able to fight off the Goons from the local guild without the help of the items you just sold to raise the money for your shop. The standard ways to win the game (Margath, or three Dragon Runes) do not apply.

Setup: Play using the base set, plus Traps & Terrors and Beasts & Bandits. Remove the Margath card from the Red deck.

Special Rules:

  1. Rewards: Whenever you would receive gold as a reward for defeating a challenge, you instead receive an Item. Draw and discard from the market deck until you get an Item (not an Ally) with a value no more than 2 different than what you would have received as a gold reward. You then receive that card instead of the gold. If the Item is a Weapon or Armor and you already have as many weapons/armor as you can use, you still receive the card, but must place one armor/weapon upside-down, to show you cannot use it (yes, even if you later lose the other armor/weapon). You may still sell or barter it in a town.
  2. Selling Items: You may only sell Items in certain towns: Weapons: Forge; Armor: Dawnsmoor; Runes: Nerekhall; Artifacts: Greyhaven; Rituals: Vynelvale. Dual-type items may be sold in either matching town.
  3. Selling Dragon Runes: You can sell a Dragon Rune item in any town for 5 gold. The Dragon Rune card is then discarded.
  4. Barter: You may barter Items of any kind in any town. Barter works just like selling, but you must immediately use any gold from the bartered Item to purchase a different Item. Any gold left over from a bartered Item is discarded.
  5. Stock Turnover: If you end a Market step in a town with more than three cards in its market stack, you must thin the stock. Discard any cards in excess of three. You must discard Allies first, then Items. You may choose which Allies or Items to discard.
  6. Knockouts: You do not lose any gold if knocked out. Instead, just lose your most valuable Item/Ally.

Winning the Game: To attempt to open a shop, you need to begin your turn in Tamalir with 25 gold. You must then defeat the dreaded...

Goons

Any phase: Whenever you give wounds to the Goons, place the wounds as you choose on either the Mind, Body, or Spirit value of this card. For the rest of the combat, reduce the Goons' corresponding value (not damage) by 1.

Reward: If you defeat the Goons, you have started your own shop, and win the game!

If you are defeated by the Goons, they take 10 gold from you, and haul you off to Frostgate. You do not lose any Items.

Lives: 8; Mind: 14/3; Body: 20/5; Spirit: 16/3

Optional: If you are continuing on from the previous episode (Lich Lord Vorakesh), each character may keep any one Ally from the previous game. To open a shop, you will need 30 gold, instead of 25.

I haven't actually tried these scenarios. So beware! demonio.gif

On a reread, my hunch is to the price of a shop from 25 to 20, or from 30 to 24 with a starting Ally, and reduce the penalty for losing to the Goons to 6. But a good guess will have to wait until I have a chance to give it a play.

From a solitaire play, it turns out that "Mind the Store" is pretty well balanced with a goal of 20 gold. (I used Skeletor's solitaire version from BoardGameGeek, and just barely won with a starting threat of 18.) But there were some parts of the game that didn't feel quite right. In particular, spending money seems to never be a good idea, so you don't buy (or barter for) anything in town, and try to heal as little as possible. I've got an idea how to fix that up, and will write it up if it works out well.

Oh, and if you play using PvP fights, you'd better disallow taking money in combat. That would really mess things up.

I'll post future stuff about scenarios to different threads: I'm pretty far off topic, already.

Sagremor said:

Hello Everyone,

I think that would be really something if there was a Runebound League, like the one that exists for Arkham Horror. I know Runebound is not a co-operative game but there could be a league for individual gamers. This doesn't mean that only solo players would take part in it.

The points acknowledged to the winnner could be counted really simple, for example in the number of turns it took to slay Margath (or whatever expansion is used). The smaller number - the better. I would really enjoy storylines and scenarios for Runebound, like I enjoy those great scenarios and stories for Arkham League.

What do You think? Could this be possible?

I've read about those Arkham Leagues and they interested me. But I don't really know what one of these Leagues really means.

How do you setup a League? Who participates and what's involved?