Hi all,
Posting here has got me wanting to rethink not publishing a Second Edition of Quest Adventure Cards. The version that I have (which is a working prototype) encapsulates all the changes from players of the First Edition.
So what has changed:
1-No more *quest* cards.
2-No more discarding cards to the treasury.
The problem I have with the game is that is is *too simple*. Well maybe it is AGE appropriate which is 9+.
So I will explain what I have (in the Second Edition):
1-Set collection: players follow 2 simple rules and try to mix and match cards to satisfy them.
A: Hero (card) + Item > Monster (in terms of points)
B: Monster + Lair > Treasure + Character (again in terms of points)
(Players score +3 points for each pair, if Hero-Item, Monster-Lair or Treasure-Character are of the same color)
2-Two hands: the player's hand (which you draw 2 cards per turn) and a treasury.
C: The treasury contains *Tribute Cards* which can be earned using various Event cards.
3-Various "Event" cards.
I was wondering if anyone has any ideas as to what I can *ADD* to the game.
Many thanks for comments and replies.
When you say the game is "too simple," what exactly do you mean?
Well when I say *too simple* it is because the game is a lot about luck. Of course you have "Event" cards to be able to steal a card from any opponent, force a player to pay you a certain amount of points, skip a players turn, earn tribute cards (for your treasury - which can help you from losing Score cards which are cards in play and score points for a player).
I'd like there to be more strategic game play... I know "Uno" is a lot of luck also because you draw cards (and it depends what cards you get).
Takes about 15-30 minutes for a game to play out (from what I can remember - haven't playtested it for a while... It kinda has been on the back-burner).
Not really sure. Like its predecessor, I wanted the game to be about *completing quests*. How it works in the Second Edition, is you basically have to have a Hero that can beat the Monster (points higher). If he cannot beat the Monster, he can use/equip an Item. Those 2 cards need to beat the Monsters (points). Then the next step is that the Monster needs to be able to carry the Treasure (points higher again). If not, the Monster can rely on a Lair to hide the Treasure (so both Monster+Lair > Treasure - always in terms of points). Lastly the optional card is the Character and it allows players to score additional points. Monster+Lair must be greater that Treasure+Character (and the character is trapped within the lair...)
Those 6 cards kinda tell the *Story* of the Quest:
Example: The "Champion" with his "Justice Sword" has slain the "Giant Ogre" who was hidding in the "Castle". The Champion found the "Gold Chest" and rescued the "Royal Guard". (That is when all 6 cards are in play - as an example)
Note: In the example, all cards are PURPLE in color (Just Cause) and therefore the player would earn +9 points (3x +3 points = Hero/Item, Monster/Lair and Treasure/Character) for the matching cards/colors.