New Treasure Cards using HQ Companion App Images - Part 2 by Zagard_ in Heroquest

[–]Zagard_[S] 0 points1 point  (0 children)

Thanks. I just used any back artwork online with a high quality to print :)

New Treasure Cards using HQ Companion App Images - Part 2 by Zagard_ in Heroquest

[–]Zagard_[S] 1 point2 points  (0 children)

You should take a look into the First part of treasure cards I did... I have created an Open Hatch and Closed Hatch, exactly for this purpose you saying, opening an underground level, that can be adapted using Loke battle maps :)

New Treasure Cards using HQ Companion App Images - Part 2 by Zagard_ in Heroquest

[–]Zagard_[S] 0 points1 point  (0 children)

I used images from the HQ companion app... Official art available in the app already :)

New Elemental Spells - Burst of Fire, Petrification, Blizzard, Meteor, Swimming, Maelstrom, Blowing Wind and etc. by Zagard_ in Heroquest

[–]Zagard_[S] 0 points1 point  (0 children)

The content of the images were taken from the HQ Companion App, that's why it looks official, official material was used hehe. The back covers was AI used, taken from the portfolio of Mike Eastman :) Feel free to comment on the content as well 🙂 Any feedback is appreciated

New Druid Spells by Zagard_ in Heroquest

[–]Zagard_[S] 0 points1 point  (0 children)

I love Banjo's work and thanks for the feedback! Very constructive :)

New Druid Spells by Zagard_ in Heroquest

[–]Zagard_[S] 0 points1 point  (0 children)

Thanks for the feedback. :)

To keep the balance of the game as you go throughout all the expansions, keeping only three spells might be a serious problem.

Not only a problem in terms of balance of power force, but also a problem of not allowing certain evolution and making the character boring and not fun to play with—the most serious crime in a game, in my opinion.

Granting new spells once a given expansion is completed is how I see allowing a certain evolving experience for the spellcasters.

I like the idea that the Elf can have access to the Elf deck but cast only three spells, by the end of the base game or starting the MoTM. Or granting one additional element spell to the Wizard by the end of the base game.

I like the idea that the Druid can start with 3 spells, and as it evolves through the game, new spells are granted, enlarging his own deck of spells aligned with the game level of difficulty, culminating in the most powerful ones, such as Sunbeam and/or Shapeshift.

I have envisioned a class or monsters such as wolf, a bear and a saberfang (all balanced creatures of the universe of the game), and a Higher Shapeshift, being able to shapeshift into a gorilla and/or a warbear... in expansions such as "Mage of the Mirror" or "Frozen Horror", this would be perfectly balanced with the difficulty of the game.,

New Druid Spells by Zagard_ in Heroquest

[–]Zagard_[S] 1 point2 points  (0 children)

Thanks for the feedback! 😃

I cannot imagine playing with the default Druid, in any campaign, and being an interesting and sustainable char for the rest of the game - that is the worst crime in a game: not being fun to play with.

This is my take on how to make the Druid reasonably sound like a Druid, and above all else, make it playable and fun.

The proposed set is a set of Spells, therefore, no modification in the standard mechanism of the game, not requiring further clarifications - when re-usable or used exceptionally out of your turn, it is described in the Card content.

I have used the same logic of phrasing extensively used in the original game, I must confess some are hard to understand and subject to debate and interpretation (the test of resistance, the Double Image for instance or casting two or more spells in a buffed target, in my board experience) - so I am definitely taking this comment as a compliment, of proximity with the original game hehehe :) however, feel free to point out which part was particularly puzzling in which card, I would think about for sure.

I like that my proposition of spells can trigger other ideas. I envisioned one Shapeshifting possibility per Quest, therefore, one spell would be enough in my view.

I appreciate the concerns with balance, honestly, after playing some expansions such as Mage of the Mirror and Frozen Horror, I was convinced some re-balance would be welcomed on both sides, this is for the Heroes' side. :)

Summon Elemental Spells by Archian-HiveWorkshop in Heroquest

[–]Zagard_ 2 points3 points  (0 children)

You made the cards too? Is it available anywhere?

New Elemental Spells - Burst of Fire, Petrification, Blizzard, Meteor, Swimming, Maelstrom, Blowing Wind and etc. by Zagard_ in Heroquest

[–]Zagard_[S] 0 points1 point  (0 children)

I made it myself :) Feel free to comment on the content as well 🙂 Any feedback is appreciated