The local townsfolk have hired you, a monster slayer, to clear a dungeon full of monsters that have been attacking the citizens. Negotiate payment and start hunting…
Maverick is a solo card game. You must flip all the monster cards in the row face down before you run out of action cards; you flip a monster card face down by playing action cards that move your monster slayer and/or animal companion cards into position to successfully do all the actions listed on the monster card. To maximize your score, you’ll have to assess the dungeon and make a wager before the game starts, and then decide the best use of each action card throughout the game to collect trophies and end the game with as many remaining action cards as possible.
Complete Basic Game Components:
*You can forgo printing the action cards and use eight copies of 1s, 2s, 3s, 4s, and 5s from UNO® or Phase 10® game packs instead.
Comments
Expect changes soon
I'm making some changes to the rules. The trap is now a familiar you command. I streamlined the card design and layout.
Here are some of the prototype cards. Some things in the image may not make sense now with the current rules but should make more sense when I release v1.1 tomorrow.
Note: The location of the action icons are for aesthetics related to the monster image only.
Update
I updated the rules. Only missing a few monsters and the treasures for the PnP cards.
The darker grittier style has
The darker grittier style has been preferred by some but until I get an artist to replicate that I’m just making low ink low color PnP prototypes over coming weeks. The icons are easier to see than the thematic “hit” placement design.
I’m still playing around with symbols and colors.
Huge rules update and changes
Huge rules update and changes based on extensive play testing over the past few days:
Rule of Play
Game name change!
Removed treasure to streamline game play (can always add later if desired)
Added dynamic difficulty mechanic (contract negotiation) directly tied to final scoring opportunity
Added Third Eye of Soltar mechanic. Player rewarded with ability to see next card of action deck by slaying certain monsters.
Updated final scoring.
Updated Monster Bestiary
I still need to add/update action icons for these rules.
Remember, the current art and icons are for the low ink playtesting PnP. Will shoot for a darker, grittier feel on final version.
Play test
I negotiated a contract price of 7 cards during setup, so I started the game with 33 action cards.
Well, near the end of the game these were literally the only 5 cards left and I barely pulled it off.
I had to move maverick 5 spaces left. Then, 1 space left. Then used a 4 for his ranged attack, while my melee animal companion, Arcturus, used another 4 for its melee attack leaving me at one card left for the win!
PnP
I think I am settling on this style for the first PnP.
Final Revision
Final design, a monster and the monster slayer, Maverick:
Colors
I'm unsure of the tone you want, but looking at what you have, have considered limiting it to shades of black, white and red? I ask because I get a very different vibe from the sketches and pencil and ink drawings and your admittedly initial forays into color. I think of some of Matt Wagner's Grendel work (wasn't Miller's Sin City like this too?) and how intense it can be.
color
I had originally splashes of brighter color mixed with the muted tones and people said it was too distracting from the rest of the card, but I thinking its partly my artistic inabilities. In a published version I'm sure they could make the "Sin City" design look really good.
The logo does have some color:
PnP Files
I have completed all the PnP files:
Complete Basic Game Components:
*You can forgo printing the action cards and use eight copies of 1s, 2s, 3s, 4s, and 5s from UNO® or Phase 10® game packs instead.
A4 & Cut lines
I added A4 size files and cut lines to the front and back pages.
Edgy, Lucky Puzzler
Nice "solo grimdark puzzle" game you have here. :)
First two games: first was a loss, second was a win with a final score of 21 (five cards worth 18 + 3 in hand). Seems like it can be very swing-y but you've mitigated this somewhat by allowing the player to see the layout of the dungeon before wages are set.
I'll play this a bit more and see what the spread is like over a set of 10 games. Is there anything in particular you think needs some testing/scrutiny?
Thank you!Game sessions of
Thank you!
Game sessions of card wager, win/loss, score is great.
Questions to consider:
Whether the wager would be more fair if you pick specific cards instead of off top.
How the monster abilities felt.
Any monsters that feel overly easy or hard. I know the beholder is intentionally a real pain.
I’m trying to balance enough content in the basic game versus too many mechanics and abilities. I have few ideas for more content like a push/pull object mechanic as a mini expansion.
I also have considered a 2p mode where competing monster slayers on opposite ends slay the monsters until all 13 monsters are slain but still testing balance.
General Feedback
Halfway through my ten-game set, and a few thoughts come to mind.
I recommend making something on the Dragon or Demon a pair, since they're otherwise relatively easy to beat, even with a high Strength and requiring three Maneuvers to defeat. Give one of them a pair of Melee for an exceptional challenge. I'm not sure which one you want the player to fear more than the rest... :)
That's about it for now. I have five more games to go through, and I'd love to hear your thoughts, if any, sparked from the above.
Thank you
Thank you for the insightful feedback.
Considering these changes
After many play tests, I have some changes I am considering but NOT yet implementing before feedback and more play tests.
1) Remove the Meditate action. In the 25+ games I have played, I think I have used it once. It's a nice backup plan when you have a really bad hand for the given situation but removing it would further streamline the rules and be one less action players have to learn and recall.
2) Remove Eye of Garakus mechanic. It's a cool little effect, but is an extra icon on the cards and one more thing to track for the minor boost.
3) Remove requirement to have to play copies of same card when double/triple action symbols on monster. This would provide more flexibility and make the game easier yes but see my next change.
4) Add a new "trophy" bonus to final scoring. Whenever you slay a monster using an action card that matches its strength, leave it on top of the monster instead of putting it on the discard pile. At the end of the game, score 1 point for each collected trophy. This is definitely going to change how you play toward high scores.
My only worry is its going to make you feel bad anytime you don't collect a trophy from slaying a monster, which is not something I want to make the player feel.
Thoughts?
Please Standby
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(see below)
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First Impressions
Played three matches in about an hour, and it seems much more challenging, and very "full."
Wrapping for now, but I will be able to come back to this tomorrow evening.
Awesome stuff
Awesome stuff.
Here is the unofficial revision of the Rules of Play. It's unofficial because the proposed idea of a monstrous slayer hasn't been updated in the PnP cards.
This revision has many cosmetic and flavour/fluff changes. However, the biggest takeaways are the removal of Meditate action and Eye of Garakus ability which have been merged into a once per game action called Transform, the addition of trophies to alter your strategy and maximize your score, and the monster ability, Disable, was reverted back to its original name and effect: "Noxious - Whenever your monster slayer stops at the same location as a noxious monster, you must discard a card!" When I had changed Noxious to Disable awhile ago it inadvertently made the Ghost useless and the other Disabling monsters much weaker, so now its back to what it should be.
If everyone collectively likes the changes, I'll move forward and make these rules official and update the PnP cards.
The PnP cards will remain mostly untouched other than removing Eye of Garakus and replacing the card back of the monster slayer with its monstrous slayer form.
Previous versions of the cards are pretty much unaffected by the changes since the Eye of Garakus can just be ignored or used for some home variant and the card back of the slayer already has the logo that represents the monstrous slayer (just not its avatar).
Under the new rules, I just
Under the new rules, I just played a game where I scored 37 gold. It was an easier game where among the 5 undealt monsters were both Rally monsters, a Noxious monster, and a Reigning monster.
Bridge Size Option
I have added a bridge size option for the monster and slayer cards in the original post. The art is just a tad smaller but you can actually see more of it. I'll try to finish the bridge size action cards over the weekend.
I'm prepping the image files now to print a copy from The Game Crafter:
Monstrous Form
From what I'm reading in the rules revision, it seems like my first action of every game would likely be to immediately change into my Monstrous Form so I can see what cards are coming up next by default. The only exception I can imagine is if I have a "good move" to play in the first turn. I'll make the moves, then Transform.
Is there any reason why someone would want to stay in their regular form? I can't see any advantage to it. I like how it uses the same card-flipping mechanic as the Animal Companion, but I'd expect more of an effect on gameplay.
With the new trophy system
With the new trophy system, a well-timed Meditate action for free is really nice, so I personally don’t transform out of the gate since the foresight boost is minor to me. I wanted to leave the Transform tied to player choice rather than a threshold and hoped losing a free Meditate by transforming immediately would be enough of a deterrent but maybe not.
Originally, I had Transform cost a card.
Another option is instead of meditate, you get to do an action for free by flipping to monstrous form. You can still transform iright away but that may not be best use.
Im totally open to any actions powers passives etc good or bad tied to monstrous slayer form.
Thinking more on it
Thinking more on it today...what about this?
Transform (once per game) — Discard your hand to flip your monster slayer card over to its “monstrous form” side and increase your maximum hand size to six cards for the rest of the game. Note: You can do this action even if your hand is empty.
From my dealings on BGG, I'm
From my dealings on BGG, I'm thinking most people are slaying the Imp (and probably other monsters) incorrectly because it’s rarely complained about but kind of a pain with no chance at a trophy.
You need to move to it twice in a turn, so either you need to move to it and your animal companion needs to move to it in the same turn or you need to move to it, move away and move to it again all in same turn.
I'm going to work on clarifying the rules and providing a lot of examples this week.
Rules update with examples
I updated the rules with a few examples and scenarios and slightly restructured the How to Play section. This is far from the final version, I plan to add more pictures too, but wanted to get this out with the changed Transform action as soon as possible.
Rules Revisions
A couple thoughts on your recent revisions.
There are other dynamics you can build in regarding attaining a Monstrous Form, but it would likely take away from the streamlined nature of what you have. I currently see no consequences to shifting to Monstrous Form and I think that would be more interesting.
Scenarios I can imagine would fit would be a "lost soul" or something like that fighting their way out of the Underworld, or a gladiator fighting for their freedom. Once their bet is paid, they are free and the player wins. I think looking at the "wager" as instead a debt to be paid off makes more sense and fits more effectively with the mechanics.
If you want to make it more challenging, increase the debt for every round the player needs to continue: round 1, the total debt is 25. Round 2, the total debt is 30, and so on. This adds urgency, gives meaning to the choice in the beginning of the game/match (particularly now that the point value is increased), and allows for scaling of difficulty.
This is strictly a personal preference, and should be taken as such. It seems like you've developed your original theme more deeply (and I like the inclusion of the mechanic of flipping the Slayer card along with the Animal Companion), but to make it stand out and be more compelling, maybe you'll want to consider a little tweak.
Just a quick comment about
Just a quick comment about monstrous form.
So are you saying to take Transform out as an action and just have it as a passive when you’ve emptied your hand? I like that. The only difference is you can technically activate Transform now with a card or two in hand.
I’ll comment on theme discussion in next post when I get more time.
let-off studios wrote:I may
Scenarios I can imagine would fit would be a "lost soul" or something like that fighting their way out of the Underworld, or a gladiator fighting for their freedom. Once their bet is paid, they are free and the player wins. I think looking at the "wager" as instead a debt to be paid off makes more sense and fits more effectively with the mechanics.
If you want to make it more challenging, increase the debt for every round the player needs to continue: round 1, the total debt is 25. Round 2, the total debt is 30, and so on. This adds urgency, gives meaning to the choice in the beginning of the game/match (particularly now that the point value is increased), and allows for scaling of difficulty.
This is strictly a personal preference, and should be taken as such. It seems like you've developed your original theme more deeply (and I like the inclusion of the mechanic of flipping the Slayer card along with the Animal Companion), but to make it stand out and be more compelling, maybe you'll want to consider a little tweak.
That isn't a bad premise as long as I can associate and justify the other mechanics with that theme. Lost soul has a sidekick or companion too? Melee/Ranged Attacks or something else? Trophies become what?
With the base game pretty
With the base game pretty much done, I've been thinking of some new "mini expansions" of 1-2 new cards to change how you play.
A couple other ideas for mini-expansions:
A treasure room card added to the end of the dungeon corridor (next to the right-most monster). If your monster slayer ends the game in the treasure room, score 5 bonus points.
A glowing pool card added to the end of the dungeon corridor (next to the right-most monster). If your monster slayer or animal companion stop at this location flip it face down and put the top 3 cards of the discard pile on the bottom of the action deck.
The Wandering Monster. The front of this monster card is just a shadow/silhouette of an unknown monster. When you or your animal companion stop at or pass the Wandering Monster's location, reveal its identity by swapping it out with one of the random unused monsters out of play.
Waygates. New monsters would have a special card back that would open up a waygate. Once two or more waygates are opened, whenever you or your animal companion stop at a waygate location, you can teleport to any other waygate in the dungeon.
Pay Off Debt = Compelling
Beyond those details, the concept I suggest you emphasize is that of paying off a debt that becomes more challenging the longer the player takes to finish it. The details will come, but the foundation should have urgency and drama in it. Starting the game "in the hole" and trying to escape seems much more interesting to me than being a hunter-for-hire.
The player-character has something at stake and can't just walk away. It seems to me to be a stronger motivation and definitely more captivating for a solo game.
Expansions Feedback
To ensure this card is considered for every game, you may set the rules for it that, if the player ends their match in the Treasure Room, the value of their remaining hand is doubled (instead of cards being worth 1 point each, they'll be worth 2 points each, like Trophies). The player needs to Move (consume cards from their hand) to make it work out for a positive gain, and the luckier or more savvy they are, the higher their reward.
Expansion Idea: Summoner
This would make the game more difficult to complete.
One of the opponent cards is the Summoner: a magic user that adds more creatures to the corridor. The Summoner is an Overlord card. If the Summoner isn't defeated at the end of the player's turn, any face-down monster adjacent to it is flipped face-up.
In game terms, this means that the player must defeat any adjacent monsters first, then defeat the Summoner, before the end of their turn. If the player doesn't deal with this simultaneously, the game will be difficult to finish successfully.
A milder version of this (without the regenerating ability, that is) would be to place a stack of two face-up monsters adjacent to the Summoner instead of just a single creature on either side. The creature on top of the stack is discarded when defeated, and only the bottom card of the stack is flipped face-down, clearing that section of the corridor.
This just makes more monsters required to be defeated instead of having to coordinate card plays like in the first version.
All good feedback, thanks!
All good feedback, thanks!
Coop & versus
Cooperative mode and versus mode rules and cards will be coming soon to Maverick in PnP version 1.1. Here are each mode's rules in a nutshell:
Cooperative (Guild): All the game play rules are the same as solo mode.
During setup, place a second monster slayer and animal companion in swapped positions next to the right-most monster at the opposite end of the dungeon corridor, so that the second monster slayer moves below the dungeon and their animal companion moves above it. Players alternate turns. Optional Stealthy Rule: Players cannot discuss or show the cards in their hand to one another.
Versus (Bounty Hunters): All the game play rules are the same as solo mode except for how slain monsters are tracked, where collected trophies are placed, and how the game is scored.
During setup, place a second monster slayer and animal companion in swapped positions next to the right-most monster at the opposite end of the dungeon corridor, so that the second monster slayer moves below the dungeon and their animal companion moves above it. Players alternate turns. The first player only draws a starting hand of four cards (replenishing up to five cards after their first turn).
Whenever a player slays a monster and flips it face down, they also rotate it so the tip of the logo's sword points toward the side of the player that slayed the monster. Also, instead of placing collected trophies on top of a slain monster, place them in a pile in front of you so there is no confusion as to who has collected what trophies.
At the end of the game, only slain monsters and collected trophies are scored:
Each slain monster is worth 3 gold.
Each collected trophy is still worth 2 gold.
The player that earned more gold wins the game. If tied, the player that slayed more monsters wins the game.
Another Expansion Possibility
This is along the same lines as the "Wandering Monster" you mention above. I would call it something like The Vault for now.
This expansion would be comprised of maybe six or so additional cards. One looks like the rest of the creature cards, but depicts the door/portal of the vault: a long-forgotten, sealed chamber inside the dungeon. Unlike the other cards in the dungeon corridor, this Vault does not need to be opened to successfully complete the match.
When the player stops at this location (I'd suggest a Charge action to move here, for example), the vault is opened and a card is drawn from the Vault deck (the other five cards). It could be one of the following:
If it's a creature or a trophy, they're placed face-up in the Vault's location. A revealed creature must be defeated in addition to the rest in the dungeon corridor for the player to succeed in the match (and the player can still earn a trophy from it).
It would be interesting to be able to unlock an additional companion from the Vault, but that seems a bit too fiddly to mess around with for this particular game.
BGG Game Entry
Btw, this game has an official BGG game entry.
This was my fastest idea to game entry design ever, under 5 weeks (thanks quarantine). I haven't touched this game in months and held off on tweaking theme or expansions for if/when it ever gets picked up by a publisher, they'll change those details anyway.
Beautiful Art
The art is awesome.
Small Update
A small tweak to the theme. Instead of slaying monsters for gold, you are a monster slayer in training, completing your last trial in the proving grounds to become a Maverick.
This allows me to change from earning gold to mastery and provide a score table bronze/silver/gold depending on how you did in the trial.
Also, instead of increasing your max hand size to 6 when you're in monstrous form, you basically get an on-use action wildcard. This means you can switch between forms a few times during the game if you're determined and lucky and this gives a little wiggly room in completing the game without giving extra mastery.
The first one-card mini-expansion is Maverick: Devil's Mark.
It's a single red "6" action card that you place under the 6th monster in the proving grounds during setup. After you slay that monster, add the red "6" action card to your hand which counts toward your total hand size of five action cards. You can either play it like normal, or hold onto it until the end of the game, earning you 6 mastery (over the normal 1 mastery).