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