So I decided to mess around with this idea a bit last night and tried to come up with a way to play the game co-op/single player. I realize this isn't the main point of the game, but I like figuring out ways to play games with more people than intended or in different ways
Game Set-up for 2 person co-op
- We randomly drew 3 hero cards and kept 2. This is where the first problem arose. Some heroes are tailored towards PvP combat. My starting hand contain the Queen of Beggars and King of Thieves. I reshuffled the deck for the heck of it and tried again. Now there is no reason you cannot use them for co-op/single campaigns, but you lose out of special hero abilities. Out final teams were as this: Me with Zazu and Seth, My wife with Monkey King and Hitch. Seth power is useless early, but I decided I didn't want to keep redrawing.
- We dealt out the starting items and were allowed to keep 4. This may need to be adjusted, but for the campaign we played, it worked well.
- We selected the Moon Gate randomly and looked that the PvE objectives to see if they were difficult enough to complete without the threat of other guides. Having to defeat 2 Orc Captains and 2 Hammer Beastmen seemed pretty good, but the map set-up made it so there was no reason to go to certain portions of the map. We removed the door tokens from the "throne room" tile and added another objective token in that room. We also changed the Orc Marauder into a Orc Captain and added a Speak Beastman to guard it. This may not have been needed, but it ended up working well. Everything else was set up normally.
Gameplay
- This is were we spent the most time adjusting. The biggest issues that needed to be addressed were resting and failure state. There had to be a downside to resting. If not, we would just rest every turn to unexhaust our best weapons. We also needed to add a failure state to the game to prevent us from throwing bodies at monsters until we won. We debated having a rest limit, but it just didn't seem to feel right. A turn limited or "ticking clock" also didn't seem like fun ideas. What we went with was a SDE type of life system. Each guild was given life stocks or "continues" if you will. We each had 2 extra lives between our guildmates. When a hero dies, they could be resurrected by resting and spending a skull token. No death curses would be given. If you ran out of skull tokens and a hero died, they were dead for good. A single item or token could be looted from their body. Everything else was removed from the game. As for the problem of infinitely resting, we decided to add a ramp-up system. every time you rest, a guild token gets added to the end of the monster death track taking up a spot a monster could be placed. When the death track filled with monsters + tokens, you respawned and removed the guild token from the track. We also decided that resting would be agreed upon by all guilds at the same time.
- Actual gameplay was the same. Movement, attack, and reactions were unchanged. We did institute that all monsters targeted would reacted to the attacking hero. This prevented us from targeting melee heroes in the hopes of also killing the ranged units with nova bolt.
- Potions could be handed between heroes that share a space by spending a movement point of either hero. All heroes were considered allies.
Endgame/Upgrade/Title rewards
- Coins acquired and objectives completed were hero specific. So if a hero killed an orc captain, he acquired the coins for completing the objective and the reward card if there was one. Items could be saved until the end of the scenario or switch out with current weapons if space was an issue.
- The hero with the most coins won the title if there was one to give and was the only one who could use the benefits later.
- No death curses were given.
- Each player was given 4 upgrade cards and allowed to buy 2. Players could then trade items as they wished.
- We debated whether lives should restock between levels, but noticed how many coins we had at the end of the game. We set lives at 5 coins a piece. Players could pulls their coins together and split the lives up as needed.
- Coins of dead heroes were not lost.
- If you lost a hero during the scenario, you were allowed to draw a new hero and equipped him with the items you had available.
So how did it actually play. Well, so bad early rolling, lead to the early deaths of Monkey King and Seth, putting both of us in trouble. After respawning our heroes, we move our team towards the center of the map. The respawn system provided a decent challenge as we attempted to battle out of the center towards the objectives. Thankfully, the combo of Hitch and Zazu prevented us from having to rest too many times, but also left both heroes near death as we moved north. My wife took her team through the portal to collect our first objective (We added this one in ourselves to improve the challenge) while I'll proceeded north to kill the other 2 orc captains. Some unfortunately fantastic rolling brought about Monkey King's second death but he was able to clear the path to the first objective before we went down. Hitch was able to heal to full via life drain during the process. While, some untimely respawns and not being able to overkill anything, lead to Zazu's first death with both orc captains untouched. A quick rest left us with fully healed heroes but no extra lives to spare. My wife took Hitch and Monkey King to defeat the Hammer Beastmen while I attempted to finish off the orc captains. Zazu was able to redeem himself with the flanking support of Seth and quickly dispatched the orc captains. My wife seemed to be in trouble and was 1 dice shy of overkilling the Hammer Beastmen on consecutive attacks . I somehow managed to roll 3 ranged dice and 1 sword for each of them and Monkey King proved to tanky to touch. Pop shots from Seth finished off the near dear beastmen and my wife was able to grabs the ojectives and close the gates.
The game played well, if not with a few hiccups here and there and some details that need ironing. 2 heroes each for a 2 player co-op games seems to be the sweet spot. for 4 players or more, I would suggest 1 hero each with only 2 items per hero. 3 players would be a weird number but 2 heroes each would probably work if you increased the difficult a bit.
Certain heroes would be extremely powerful in this variant. Nibbles and Pigsey could stay alive permanently without too much worry of dying. Other heroes that focus on PvP would be less useful, but could still be play with. Now all of this needs to be tested with more games and in a campaign type setting. We had some terrible beginning luck combined with fantastic ending luck to make this a close and exciting game. I've probably forgotten some things so let me know what you guys think.