Descent Roguelike variant

By DiegoZap, in Descent: Journeys in the Dark

Hello everyone, this is the first version of my personal variant of Descent "Roguelike", where Dungeons are generated randomly with custom cards combinations and where the role of the Overlord is to build a dangerous dungeon to avoid the Heroes to accomplish their quest Objective along a competitive campaign, in which each player involved has a Guild of Heroes and struggles to be the wealthiest and most powerful guild.


Any suggestions is welcome and I will try to show soon as in my opinion the Tabletop Simulator software is the best way to enjoy Descent and all the other board games on multiplayer.




OBJECTIVE AND ROOM CARDS


The Quest is determined by an Objective Card that indicates the tileset to use, the Quest description, the specific rules to be applied, the XP to be gained for heroes and Overlord, the composition of the monster decks and the number of Rooms + Passages to use in the dungeon generation.


OBJECTIVE CARD ANATOMY




A: The level of difficulty of the quest generated by the Objective Card, can be Easy, Medium, Hard, Epic.

B: The name of the quest generated by the Objective Card.

C: The tileset to be used for Small Rooms, Large Rooms, Straight Passages and T-Passages.

D: Description of the quest, special rules to be applied, XP rewarded and rules about further levels of the dungeon.

E: The Monster Decks (Wandering Monsters and Dens) to be used in the quest.

F: Number of Room Cards to use (including the Objective Room card).

G: Number of Passage Cards to use.

H: If a x2, x3 etc. is shown it indicates how many levels the dungeon has. Usually when a level is completed the rooms deck has to be composed again.


Example of some Objective Cards (more are coming and will be available within days):




Note that included for now are just some basic EASY quests, more levels are coming so the Heroes have to choose carefully if they want to face an harder quest for better rewards or an easy one with lower XP and treasures loot. Included for each of the basic monsters objectives are the Random quest cards, in which the Dungeon shape and features are generated by a roll of a dice: composing the Objective deck for a campaign should include a good quantity of these generic quest cards (for example, for each 5 Goblin Easy Objectives, 2 Random Goblin Easy Objectives).



Draw:


- 1 hidden card from the Objective Rooms deck

- a number of Room Cards as indicated in the Objective Card

- a number of Passage Cards as indicated in the Objective Card


All the dungeons start with stairs going outside the dungeon, a straight passage with two doors on the long sides.


Mode 1 - Random (faster, easier for heroes): the deck so composed is shuffled and each time the heroes open a door a card is drawn showing what is genereated. If the Objective Room card, containing the final objective of the Quest, is drawn in the first half of the deck, it goes back in the deck that is shuffled again.


Mode 2 - Tactical (slower, more balanced): the Overlord gets the cards of the generated rooms deck in his hand and chooses which card to play each time the heroes opens a door, generating the dungeon.


For each Room Card played is drawn always an Ambience Card to be combined with the Room. The Cumulative and Furniture cards are played in combination with a Room Card (max 1 Cumulative for each Room, no limit for the Furniture ones).


DECKS COMPOSITION AND CARDS ANATOMY


ROOMS






A: Name of the Room Card.

B: Deck of the Room Card (Standard are included in the basic version, custom come with further addons).

C: Description of the Room and rules to be applied.

D: Number of doors that the Overlord has to place, one for each wall except the entering one.

E: Size or type of the Room: S: Small, L: Large, P: Passage, F: Furniture, +: Cumulative.


Objective Rooms Deck, 8 Cards:




2 x Large Objective Room, no door

1 x Large Objective Room, 1 door

1 x Large Objective Room, 2 doors

2 x Small Objective Room, no door

1 x Small Objective Room, 1 door

1 x Small Objective Room, 2 doors


Passages deck, 32 Cards:




4 x Straight Passage, no door

4 x Straight Passage, 1 door

4 x Straight Passage, 2 doors

4 x Straight Passage, 1 door and Monsters

4 x Straight Passage, 2 doors and Monsters

4 x T Passage, 2 doors

4 x T Passage, 2 doors and Monsters

2 x Stairs down

2 x Stairs Up


Rooms deck, 66 Cards:




43 x Room Cards


6 x Small Room (1 door/ 2 doors, no door)

6 x Wandering Monsters Room (1 door/ 2 door2, no door)

6 x Den Room (1 door/ 2 doors, no door)

5 x Large Den Room (1 door, 2 doors, no door)

2 x Trapdoor Room (1 door/ no door)

2 x Mushrooms Room (1 door/ no door)

2 x Grate Room (1 door/ no door)

2 x Rats Room (1 door/ no door)

2 x Magic Well Room (1 door/ no door)

2 x Bats Room (1 door/ no door)

1 x Virgin Room

1 x Chasm Room

1 x Rogue Room

1 x Mold Room

1 x Throne Room

1 x Witch Room

1 x Statue Room

1 x Soldier Room


11 x Cumulative Cards




Acid Smokes, Fog, Heroic Spirit, Slippery Floor, Arcane Terror, Burning Air, Wellfed Monsters, Warrior Tomb, Wizard Tomb, Magic Gas, Burning Gas


12 x Furniture Cards




2 x Tomb

2 x Bookshelf

2 x Table

2 x Barrel

1 x Torture Table

1 x Wall Fireplace

1 x Bookshelf

1 x Fireplace


AMBIENCE CARDS




Each time a Room Card is played, a random Ambience Card is combined with it. The starting Ambience Cards are 52, all single except the "No Ambience" card, which repeats 5 times. Ambience Cards customize randomly the rooms combinations, can be created at will by the playing group, but each 10 Ambience Card there has to be a "No Ambience" card.


ENCOUNTER CARDS


Encounter Cards are divided into Wandering Monsters Cards and Dens Cards: Wandering Monsters enocunters are less though than the Dens. Each Encounter Card indicates the group or the groups of monsters encountered with the relative golden coins treasure dropped by the monsters if the heroes defeat them. In the base game are included the Goblin, Orcs, Skaven and Undead decks, each composed of 21 Cards (21 for the Wandering Monsters and 21 for the Dens): the decks can be customized at will, keeping the following structure, where the letters from A to I indicate an increasing difficulty:


A B C D E x3, F G x2, H I x1


The standard Encounter decks are so composed (more ar coming, these are the first available):


Goblin Decks:


Wandering Monsters: http://imgur.com/lQcnmam




Orcs Decks:


Wandering Monsters: http://imgur.com/MZ4UzdP




Skaven Decks:


Wandering Monsters: http://imgur.com/FTiHNiS




Undead Decks:

Wandering Monsters: http://imgur.com/RWvkViy




New Monster Cards:




CAMPAIGN RULES


The Heroes lose the Quest if they are all KO (in this case the heroes are eliminated from their Guild too) or if they exit the dungeon without completing the final objective. In the first case the Overlord gains the double of the Quest XP, in the second the Overlord gains the XP of the Quest. The Heroes have to leave the dungeon after completing the final objective to gain their XP.


When during the same QUest an Hero goes three times KO, he adds an Injury token on his sheet: if he survives the Quest draws an Injury Card for each Injury Token received.


INJURIES




1 x Death

1 x Lose 2 Health

2 x Lose 1 Health

1 x Lose 2 Stamina

1 x Lose 1 Stamina

1 x Lose 1 Might

1 x Lose 1 Awareness

1 x Lose 1 Willpower

1 x Lose 1 Skill Card

1 x Lose 1 Speed

1 x Lose an hand

1 x Cant wear armours

1 x No XP for the quest

1 x Lose the Heroic Feat

1 x Heavy wound

1 x Deadly Wound

1 x Debilitation

4 x No permanent wounds



To select which Quest the Heroes have to play, the Overlord draws three cards from the Objective Cards deck and the party chooses which one to play. The other two are discarded and removed from the Objective Cards deck. When the campaign Objective Cars are over, they are shuffled and the deck is composed again.


The three Items Shop cards at the end of each Quest are always Act I Items. Act II items can be found only during the exploration of the dungeons where is clearly specified by the Objective Card.



OVERLORD DECK


2 starting Monsters Patrol cards. Add 3 Monsters Patrol and 3 Master Monster (new cards) to the standard Overlord Cards (36 cards deck in total: 15 Basic + 15 Basic II from Labyrinth of Ruin + 3 Monsters Patrol + 3 Master Monster): draw 13 cards from this 36 cards deck and the 15 Overlord cards deck is composed for the Quest.


New Overlord Cards:




ADDITIONAL RULES


The Overlord adds a Search Token where he wants in each room generated that doesnt contain a Treasure Chest token. The following new Search cards are added:


5 x 25 Gold Coins

3 x 50 Gold Coins

1 x 100 Gold Coins

2 x Bolt Scroll

2 x Heal Scroll

3 x Wandering Monsters

2 x Overlord Card

1 x Rats Poison

1 x Screeching Bug

2 x Rope


The deck is completed with the following original Search cards:


4 x Nothing

4 x Health Potion

4 x Stamina Potion

2 x Warding Talisman

2 x Power Potion

2 x Treasure Chest

2 x Fire Flask

2 x Curse Doll


For a total of 44 Search Cards.


New Search Cards:




II Act Monsters: if it's not differently specified on the Monster Card, they add +1 to Speed and +1 to Health.


Heroes can use an action to perform a search for hidden doors on any wall without doors rolling the blue dice. On the result of X the Overlord draws immediately an Overlord card, on a result of a surge the hero places a closed hidden door on the adjacent wall section (just in front of the hero).


Some rooms contains a Treasure Chest that needs an action to be opened. The hero rolls a blu e duce: on a X he finds an Act I item card, each Heart resulting draws a Search Card discarding the negative effects (but not drawing another card replacing the negative one), each Surge adds 50 gold coins to the treasure.


When the Room Cards of the Quest are over, all the remaining doors leads to small rooms without any door (but with search tokens) where no secret doors can be searched.


TRAINING AND GUILD


Each player plays a Guild, starting with 2 Heroes. To gain skill cards Heroes have to spend gold coins too:


200 for 1 xp cards

400 for 2 xp cards

800 for 3 xp cards


The guild can hire a new Hero for 500 gold coins, up to a maximum of 4.


The player with the wealthiest Guild with at least 3 Heroes alive wins. When a Guild lose all its heroes for their death, it lose all its gold coins and is eliminated (or it has to start from scratch with no money and two new heroes).


TILESET EXAMPLES


Each tileset includes: a Straight Passage, a T-Passage, a Small Room and a Large Room. Custom Rooms and custom tilesets can be created and added.







More addons, explications and games mechanics examples coming. Any suggestion and criticism is welcome to fix and improve this variant.

Wow. Just wow.

To have but a single creative gene in my body ... :P

I didn't have a chance to read all of your information, but what I did looks interesting. I think I am going to put this in the Index of Useful Links under Variants so that I don't lose this thread !

Lol, you beat me. Just a few days ago I was thinking about a "new way" to play descent. I was about to post something, but I gave up due lack of time. I still have to start from the scratch, tough. The whole concept seems similar to yours, but I didn't read all the stuff.

My main problem is about include or not things from the first edition. Maybe when I start my vacation, within 3 months, I´ll have time to deal with this. And then I´ll probably 'steal' some of your ideas. Good job!

By the way, judging your username...what's your country?

Edited by leewroy

It also kind of gives me a Hero Quest vibe, I so hope this mod will be successful !

Thanks for your comments: I discovered Descent relatively little time ago and I tried to create something that can be more dungeon-crawling centered, but with progression and competition between the players for long-time playing campaigns too.


With this variant the players (including the Overlord) can jump into a quest in a couple of minutes with no need to read a quest book and narrative details about an adventure. You can play it as a single-session boardgame or as a full campaign mode: each of the player represent a Guild, so the level of the competition is very high considering that the Overlord role is not fix for just a single player, but it does rotate :) Each single Objective Card generates a quest with a dungeon that is never the same even if you play it hundreds of time.


Shuffling a deck of cards you will generate a campaign of 5, 10, 15 or much more quests: the Heroes have to choose wisely which of the available quest to face and the Heroes can suffer injuries (or even death) that can force them to retire from the Guild.


I'm studying an even simpler but deeper way to "generate" quests, together with many many addons: you will be able to just add a card set to give more detail, monster races and much more to your game.


You can check my blog for further infos on custom creations and, soon, for some tactical explications of the new mechanics introduced by this variant.



Leewroy, I'm from Italy :)

This looks totally amazing! Like a large fish swimming around in a pond, it seems I'm hooked. Now I'm just going to need to figure out how I'm going to generate all of the requisite cards. I'm sure it will be worth it, by the looks of this. Is there a quick way to do that?

ignore this, my bad.

Edited by leewroy

Leewroy, I'm from Italy :)

I see. After reading some of the card names you posted, I realized. At first I thought you were from some country like Spain or Portugal. :)

You idea is really cool, I liked the "stupid" trait a lot, lol. I can imagine a dumb monster just like that.

My idea is similar to yours but eliminating the overlord. A kind of quest like this: you heard that somewhere there is a dungeon and a powerfull relic inside. It's guarded by one powerfull being (at this point you may use one of the liutenants, and you can or if you want to keep it even more exciting, know wich one is) The layout of the dungeon and the monsters you'd find would be totally random.

I would use the hero tokens as "lifes". Evertime you are k.o. you lose one of them, and can only revive when the room was clear and your comapnions could give your the proper attention. But, you would be back with half your health and fatgue plus the dice roll.

Well, that's just to begin. The overlords cards, or at least some of them would be used as event cards in some rooms, corridors, etc.I don't know, I will think about it deeper. And I'm still struggling about the 1st edition elements. It's a waist not use them ;)

I just released another addon for the Descent Roguelike variant: XP2 The Goblins Addon .


This super-duper-goblinish addon for the Descent Roguelike variants adds tons of material for a Goblin-centered expansion of the game. In detail you will find:


- 10 New Goblin Monsters: from the famous Night Goblins to the exotic Squighoppers and Spider Riders

- 4 New Goblin lieutenants to animate your Goblinoid adventures

- 4 New full Encounter Decks with the new goblin monsters: Night Goblins Decks, Wolf Goblin Decks, Spider Goblin Decks and Squigs Decks

- 7 new Overlord Cards with the new "Goblin Master" specialization to rule over your goblinoid minions

- 19 new Easy Objective Cards themed on the new Goblin addon

- 16 new Medium Objective Cards themed on the new Goblin addon


XP2 Addon Cards:




New rule : The new Forest tileset introduces a new type of door: as there are no doors in the wilderness, the "Door" count on Room cards count as an opening: no action is required to generate what lies behind, just entering the 2x1 space of the opening.


Tileset repository:




Combine the material from this addon with the Descent Roguelike base set and the previous addon release (XP1) to improve and enlarge your Descent Roguelike experience :)

I really loved this.

Is it too much to ask if you could create a pdf in A4 of all the cards to download and print?