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DeriusDen
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Posts: 20
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April 2013
Any home rules for Underworld monster tokens? Wed, 24 April 2013 16:07
Have anyone implemented some alternative home rules for Underworld monster tokens?
These monsters are much more interesting then lost tribes from original Small World, but count the same - just mere +1def token.
Maybe there are some interesting ideas on how to use them in more fascionating way, without spoiling the game and breaking the balance?

For example, i can easily imagine that
- iron golem is taken as zero def token against iron dwarves or a race that is controlling a mine;
- minotaur has a chance (with the dice) to kill one of the attacking race tokens (does not influence the result of the conquest, just loosing a token at the end);
- a dragon-hydra has a chance (by dice) to grow one more head while conquest (one more enemy token, need to waste one more race token to conquer; if cannot conquer or don't want to waste one more token, then the turn does not end and player can attack other territory; hydras additional head does not stay and "fades away" at player's end turn);
- 3-headed white nicedog has a chance (by dice, again) to flee to the nearby region that has the loweres def;
- blue cube can be the same as iron golem, but about crystal fields;
- great beetle may happen to join one of the active races or other monsters groups on being beaten;
and so on.


...but I'm not sure that such measures won't spoil the game, and I hope there should be much more wise variants how to use these monster tokens : )

[Updated on: Wed, 24 April 2013 17:47]

      
*player1325482
Junior Member

Posts: 21
Registered:
May 2013
Re:Any home rules for Underworld monster tokens? Mon, 20 May 2013 11:06
DeriusDen wrote on Wed, 24 April 2013 10:07

Have anyone implemented some alternative home rules for Underworld monster tokens?
These monsters are much more interesting then lost tribes from original Small World, but count the same - just mere +1def token.
Maybe there are some interesting ideas on how to use them in more fascionating way, without spoiling the game and breaking the balance?

For example, i can easily imagine that
- iron golem is taken as zero def token against iron dwarves or a race that is controlling a mine;
- minotaur has a chance (with the dice) to kill one of the attacking race tokens (does not influence the result of the conquest, just loosing a token at the end);
- a dragon-hydra has a chance (by dice) to grow one more head while conquest (one more enemy token, need to waste one more race token to conquer; if cannot conquer or don't want to waste one more token, then the turn does not end and player can attack other territory; hydras additional head does not stay and "fades away" at player's end turn);
- 3-headed white nicedog has a chance (by dice, again) to flee to the nearby region that has the loweres def;
- blue cube can be the same as iron golem, but about crystal fields;
- great beetle may happen to join one of the active races or other monsters groups on being beaten;
and so on.


...but I'm not sure that such measures won't spoil the game, and I hope there should be much more wise variants how to use these monster tokens : )


I probably wouldn't implement these in a game I play with my friends, but I really like the way you think!
      
DeriusDen
Junior Member

Posts: 20
Registered:
April 2013
Re:Any home rules for Underworld monster tokens? Mon, 20 May 2013 13:33
To speak for the truth, I'm not sure that I'm ready to implement such things too. The game will become too difficult to take in the head, players will start to make numerous mistakes, and more of that - there will be "oh, previous turn I forgot that the mob should act like this!" and so on.

But in any case, let me make more adequate verision of this. Not tested, of cause, just some thoughts. The first version was wrote at a speed of printing without thinking it over, just as an example.

If someone tests this, please let know.

IMPORTANT NOTE. There are mechanics for every "animal", but you can play, taking ONE mechanic for all animallike tokens (all except lost tribes).
Just one mechanic you prefer for all monster tokens from DW Underworld. And it would be much easier to remember and to play with.

And ONE MORE IMPORTANT NOTE. With these rules, it may be better to place ONE monster token instead of TWO. They are stronger than faceless regular mobs so one may be enough.

If there two similar or different such monsters in one region, they act independently. You should do all what should be done to any one of them (according to your choice) and then to the remaining second monster.

Okey...

1. Minotaur.
Legend. Brutal and fierce warrior. Wields a great axe, fighting as a berserk, paying no attention to mere mortals, trying to borrow holes in his muscular body.
How to play.
Has a chance to kill one of the attacking tokens by rolling 2 or 3 on reinforcements die (from here - R-die).
Attacking token is considered to be killed after the conquest. So conquest will be successful, you conquer the region and loose your token after that.
If your attack was done with only one token, when you loose the region immediately. Your race token and firce minotaur killed each other. In that case popular place ot relic is NOT revealed.

2. Three-headed white poodle.
Legend. Domestic in his previous life, a result of defile between a poodle and a cerberus. So his mood changes often, from "kill 'em all" to "run away in fear".
How to play.
Roll R-die after your assigned your tokens for the conquest of poodled region. In case of 2 or 3, poodle runs in fear from battleground. Unharmed.
You don't benefit from it. You still use the same number of tokens, as it was anounced, to conquer these region. He ran because he saw your glorius troops, and AFTER he saw them! So nothing changes to you.
Poddle wasn't killed. So pillaging gets nothing and skeletons ability gets nothing and anything carnivourous you got in the pull gets nothing.
Poodle runs to one of adjacent unoccupied locations. First target for his running are plane regions, second target - mountains. Third target - lost tribes, they love poodles and will surely give him a new home. If there is a tie, roll a die to choose there to run.
BUT. If all locations are occupied with active-passive players' races, and there is nowhere to run for poor poodle, he stays there he is and fights in fear and without glory till his poodlistic end.
Poodle leave the popular place or relic there is should be. It does not run with it! He is just a frightened poodle... But when he will be killed in his new location (he can try to ru again, by the way, theer is no limit for running!), he does not "produce" new popular place or elic in his new home. He is not a popular place breeder, again - he is just a poodle, that on 2 and 3 becomes scared to death.

I'll continue soon.

[Updated on: Mon, 20 May 2013 15:32]

      
DeriusDen
Junior Member

Posts: 20
Registered:
April 2013
Re:Any home rules for Underworld monster tokens? Mon, 20 May 2013 14:49
3. Two-headed red dragon.
Legend. This dragon have something in common with hydra. Of cause he likes to fire the fire and flame out the flames, but his main feature is the ability to expand himself in numerous healthy well-fired dragons. But his dragonkin are too small to have any special ability, not like their grown-up father-mother-dragon (one head for being mother, second head for being father, easy to kiss, let's not imagine the rest...).
How to play.
First of all, prepare some spare tokens - these tokens will represent dragonkin. It can be some unused race, but better don't use lost tribes.
Roll R-die on attack. If it is 1, replace two-headed dragon with two dragonkin tokens. 2 - replace with three tokens. And 3 - replace with 4 tokens. If die showed you his blank side, don't do anything and consider this awful two-headed dragon as a regular monster (just one token as always, nothing special).
If the dragon mutated into dragonkin, attacking player can add more of his racial tokens to conquer the region or refuse to do it. If he refuses, nothing happens and he can continue his conquests according to game rules.
For example. Mountain region, two dragons on it. Our victorious player needs 5 racial tokens to conquer this region. He attacks. Another player helps both dragons to roll a die. One die shows blank side, so one of the dragons remain as he is. Second die shows 2, so the second dragon token leaves the battelfield, being replaced with 3 some race tokens (dragonkin). Now our still victoriuos player needs not 5, but 7 racial tokens to conquer. He can add two tokens and gain the victory OR he can refuse to do it and leave the region under the rule of the dragons. Laterly if someone again tries to conquer the region, he asks another player to roll the die for another dragon.
For Necromancer scenario: dragonkin are NOT considered as tokens for well of souls. They are too young to be converted into ghosts, they just vanish.

ANOTHER VERSION FOR DRAGON.
In short: roll a die for each of the dragons in the region. If it shows 2 or 3, you get not one popular place or relic, but two.
But not more than two. If both die rolls are successful, you still take only one more place / relic.


[Updated on: Mon, 20 May 2013 15:06]

      
DeriusDen
Junior Member

Posts: 20
Registered:
April 2013
Re:Any home rules for Underworld monster tokens? Mon, 20 May 2013 15:04
4. Brown bear.
Legend. Bears live in stacks. Sometimes. Who knows, is THIS bear alone or have a lot of good buddies?
How to play.
Roll a die on attack. If die shows blank side, bear is alone. Nothing happens, you just flay him, eat his meat, sleep in his lair, so everything is casual.
If die shows 1, 2 or 3, that how many more enemies you have to defeat. So if it was only 1 bear and you a 2 on a die, you are facing 1+2 = 3 bears. Very brown and a little bit aggressive. They don't want to flay you, cause they don't need to - they just want to eat, and that's all.
In other words, that naughty bear rolls a reinforcement die, but not for attack. He rolls for defense.
If that bear rolls reinforcement die successfully, you can add your racial tokens to archieve victory OR you can flee in disgrace. If you flee, then you can't attack that bear-controlled region again this turn.
You can't add a rabbit sword or troll's socks (and so on) to improve your fighting ability if you were not not attacking with them, but you can use mercenary ability (power ability from expansion) and other abilities to kill the bears for good. In other words, you can't say: "oh, I see too many bears, let me run for my lucky stinky sock!", but you can say "oh, I see too many bears, let me activate the ability that I already have!".
If bear is not conquered, you will not see what was the relic or popular place.
If you flee, you can continue your conquests as usual according to game rules.
If you flee and then other player (or you on the next turn) attack the mighty bear, he will be alone and will again roll the reinforcement die, hoping that his buddies will arrive to save him again.
      
DeriusDen
Junior Member

Posts: 20
Registered:
April 2013
Re:Any home rules for Underworld monster tokens? Mon, 20 May 2013 15:25
5. Giant beetle.
Legend. He is a great digger! He can dig holes, he likes to dig holes, he usually dwells in holes and he just holed-up to defend the popular place or relic from you, dear conqueror.
How to play.
As usual, roll R-die. 2 and 3: the beetle does not want to fight you. So if it is 2 or 3, that beetle digs into the ground. Nothing to pillage (only if there was other monster and you killed him), nothing for skeletons to breed. That beetle just ran away... into the ground.
At the end of the all players turn, beetle will try to avenge. And he tries to bring the beetle gang with him! You and him (or the other player occupying the region at the moment) are already in this region, so that region defense does not count. Only your units, fortresses, troll lairs and so on.
So that beetle rolls a reinforcement die. For example, you have one fortress and one racial unit there. So your count is "2". The beetle rolls a die. If it is blank, he gets "1" and is killed in battle in unsuccessful attempt to conquer his former region (but pillaging and skeletons ability does not apply, too late for them - you are too angry and just smash him to pieces!). If that beetle rolls 1, it's a tie and beetle digs back into the ground, waiting for next round. If it he gets 2 or 3, he wins the match, you loose fortress, your unit dies (in case of 2 units there, one will die and one will return to your hand and can be redeployed the same moment).
In case of his victory, the beetle again stands alone in the region, waiting for new conquerors. He won't breed new popular place or relic if he will be conquered after that.
If there were two beetles attcking from under the ground, they don't stack, both attacks independently. Dumb creatures live in different tunnels and are unable to cooperate...
      
DeriusDen
Junior Member

Posts: 20
Registered:
April 2013
Re:Any home rules for Underworld monster tokens? Mon, 20 May 2013 15:30
That's enough for the moment. Other creatures - if someone finds this all useful : ) Before that, you can play blue cube or knight as normal tokens or you can imagine that they are beetles / dragons / etc.
I'll add again, that I'm not sure that all this is good for the game. It makes it more complex, every player should remember how every special monster works, and so on.
Thanx for reading, if you were ; ), and sorry for curved English with lots of mistakes - my native language is not English : )

[Updated on: Mon, 20 May 2013 15:34]

      
    
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