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29 <title>Variants - Hero: Immortal King</title>
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33 <main>
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35 ◀ Return
36 </a>
37 <h1>Suggested Rules</h1>
38 <h2>Tactical Retreat</h2>
39 <p>
40 During the equipment phase, the adventurer player may, as many
41 times as she likes, discard one Courage token to
42 </p>
43 <ul>
44 <li>remove a Tenacity token from a face-up monster; or</li>
45 <li>return a face-up monster without a Tenacity token to its
46 deck, reshuffle it, and reveal a new card.</li>
47 </ul>
48 <p>
49 The dungeon master gains one Fear token for each Courage token
50 discarded.
51 </p>
52 <p>
53 This helps prevent "lock-out" situations while still imposing
54 a penalty if the player finds themselves in one.
55 </p>
56 <h2>Facing Fears</h2>
57 <p>
58 In the solitaire game, when a <a href="abilities.html#Fierce">Fierce</a>
59 monster is defeated, the dungeon loses one Fear token. However,
60 the Fate Chart continues advancing normally.
61 </p>
62 <p>
63 This keeps abilities that depend on the ratio of the two, like
64 <a href="abilities.html#Supremacy">Supremacy</a>, more relevant
65 in solitaire play.
66 </p>
67 <h2>Nem Akh</h2>
68 <p>
69 Change <strong>Nem Akh</strong>'s skill to:
70 </p>
71 <blockquote>
72 Start with 2 extra Courage tokens. You may gain 1 Courage token
73 when defeating the first card of each deck.
74 </blockquote>
75 <p>
76 In the usual case this provides the same number of Courage
77 tokens for only a little more work, which is offset by reducing
78 the risk of a <a href="abilities.html#C">C</a> card at the start
79 and letting the adventurer player bank the token for later. In
80 the case of the unusual dungeons described below, it makes her
81 ability remain useful.
82 </p>
84 <h1>Larger Dungeons</h1>
85 <h2>Longer Corridors</h2>
86 <p>
87 In the constructed game more than 45 cards can be used, in
88 multiples of six. The deck as a whole must meet the normal
89 deckbuilding criteria — equal amounts of each color, half with a
90 Mana icon. If the deck size is a multiple of six but not four,
91 it must have one card more of two colors, one of which has a
92 Mana icon.
93 </p>
94 <p>
95 For every six extra cards, the adventurer player may start with
96 one more Courage token; or for every 18, one more card. This can
97 be mixed and matched, e.g. 24 extra cards can be used to start
98 with four extra Courage tokens, or one extra Courage token and
99 one card.
100 </p>
101 <h2>Multiple Dungeons</h2>
102 <p>
103 Use the above variant skill for <strong>Nem Akh</strong>. After
104 defeating the final monster, the adventurer player:
105 </p>
106 <ul>
107 <li>
108 takes two Courage tokens.
109 </li>
110 <li>
111 must discard all revealed quests.
112 </li>
113 <li>
114 may discard unwanted adventurers. These are removed from the
115 game and <strong>Aka</strong>'s ultimate power cannot be used
116 to retrieve them.
117 </li>
118 <li>
119 returns all other non-adventurer cards to her collection. She
120 may spend any number of Courage tokens to keep that many
121 previously revealed objects; if she does they remain
122 revealed. (The dungeon master gains no Fear tokens for this.)
123 </li>
124 <li>
125 picks cards from her collection, back up to five total,
126 including kept revealed cards.
127 </li>
128 <li>
129 keeps the defeated final monster. It counts as one of each
130 color, but must be spent all at once.
131 </li>
132 </ul>
133 <p>
134 The dungeon master:
135 </p>
136 <ul>
137 <li>
138 can take up to one undefeated dungeon card of each color from
139 the previous deck and shuffle them into the next dungeon deck.
140 </li>
141 <li>
142 takes one Fear token per adventurer, plus one more.
143 </li>
144 <li>
145 deals out the corridors for the next dungeon.
146 </li>
147 <li>
148 starts the first Construction phase in the new dungeon.
149 </li>
150 </ul>
151 <p>
152 In the solitaire game a new scenario begins with Fear tokens and
153 the Fate Chart already at <strong>1</strong>.
154 </p>
155 <h2>The Deepest Dungeon</h2>
156 <p>
157 Prepare one dungeon deck of 48 cards, and another of 80. The decks
158 must follow the normal construction restrictions, and the same
159 <a href="abilities.html#Unique">Unique</a> card cannot be in
160 both decks.
161 </p>
162 <p>
163 Deal the 48 card deck out into three decks as usual. Below that,
164 deal the 80 card deck out into four decks, with 24 cards in the
165 center rows. Place final monsters face-down (if playing
166 solitaire, randomly and secretly), one at the top of the three
167 decks and the other two above the two center decks. The
168 resulting layout should look like:
169 </p>
170 <div><span class=card2>FM</span><br><span class=card1>16</span><span class=card1>16</span><span class=card1>16</span><br><span class=card2>FM</span><span class=card2>FM</span><br><span class=card1>16</span><span class=card1>24</span><span class=card1>24</span><span class=card1>16</span></div>
171 <p>
172 The adventurer player starts at the four bottom decks. The
173 leftmost three lead to the final monster on the left, and
174 the rightmost three to the final monster on the right.
175 Defeating the left one gives access to the top left and central
176 decks, and the right one, to the top central and right
177 decks.
178 </p>
179 <p>
180 (Or, if <strong>Aksuetu</strong> or another effect causes an
181 extra deck to be dealt,
182 </p>
183 <div><span class=card2>FM</span><br><span class=card1>12</span><span class=card1>12</span><span class=card1>12</span><span class=card1>12</span><br><span class=card2>FM</span><span style="display: inline-block; width: 3.375em"></span><span class=card2>FM</span><br><span class=card1>16</span><span class=card1>16</span><span class=card1>16</span><span class=card1>16</span><span class=card1>16</span></div>
184 <p>
185 The leftmost three lead to the final monster on the left, and
186 the rightmost three to the final monster on the right. Defeating
187 the left one gives access to the top leftmost two, and the right
188 one, to the top rightmost two.)
189 </p>
190 <p>
191 The turn sequence proceeds as usual. The adventurer player wins
192 by defeating the final monster at the top.
193 </p>
194 <ul>
195 <li>
196 for three Fear tokens the dungeon master may reveal a final
197 monster, enabling its effect. Otherwise, a final monster is
198 revealed when the adventurers empty a deck that reaches
199 it.
200 </li>
201 <li>
202 effects that affect dungeon cards, such as
203 <a href="abilities.html#Bubbleyes">Bubbleyes&nbsp;+X</a>,
204 affect all face-up dungeon cards on both levels.
205 </li>
206 <li>
207 effects that reshuffle or move dungeon cards apply to both
208 levels, but separately. They are never shuffled together, and
209 the dungeon master cannot swap top and bottom decks.
210 </li>
211 <li>
212 upon defeating a final monster, the adventurer player may take
213 two Courage tokens, one new card from her collection, and
214 the final monster. It counts as one of each color, but must be
215 spent all at once.
216 </li>
217 </ul>
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