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