Cards
Although the game already includes many cards, this Avalon Hill game
really ought to have had a few more so as to properly handle the
random encounters and ongoing situations they create.
For example, each turn you do not have a specific place- or
character-oriented encounter you have the possibility of a random
encounter. First you roll a die to see if you have one and then if you
do you roll a die to see which of six kinds it is. These six
possibilities are not presented on the board or in any player
aide, however. A nice solution is to forget the idea of a table and
instead, a player who has a random encounter finds out what it is by
simply drawing a card. A card has the further advantage of providing all
of the rules that go with the encounter. This is part of what is
presented here, the card frequencies matching that of the dice
probabilities. To keep this from getting too predictable as the deck
runs out, one card includes a "Reshuffle" instruction.
As some encounters are ongoing, such as a horse or hound companion,
additional cards you can hang on to while they are in effect
provide the information about how they affect play. The same goes for
some ongoing monster effects such as Demon Dazed and Dragonbound.
Finally, the game provided no clear indicator of whether an opponent
was playing a Wizard, Sorcerer or Druid, a factor which becomes
increasingly important as the game nears its end. Three cards of each
type display this information. In addition they include a convenient list of
all of the spells a player may cast at each of the levels.
It's hoped that use of these cards will make your playings flow more
quickly and with less need to look up rules.
108 cards (color PDF)
See Also
Wizards review
Created:
25 October 2013
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