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The Sea of Horror Custom Expansion


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#21 Guest_Not In Sample_*

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Posted 11 March 2009 - 12:04 PM

 

someone...? anyone...?

if there's a reason this placed have become a replies-graveyard I would appreciate it if someone would tell me why...



#22 Yenreb

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Posted 11 March 2009 - 02:20 PM

What I've seen so far looks promising. I suspect nobody is responding because it's hard to judge only a part of a custom expansion without seeing the whole thing. The parts which can be used outside of the expansion -- the GOOs (or some of them) and Investigators -- are being posted in other threads too, so those elements are getting comments over there.

Personally, I'm skeptical about Rusty Weapons -- I think they should count as Physical Weapons or Magical Weapons just to interact with Resistance and Immunity. But I'll wait to see the whole set, and then see the results of playtesting, before I come to any conclusions.

As for the Treasure Items deck, it's looking pretty interesting. I like that it has both spells and weapons in it, as well as other stuff. (But then, I am one of the few who actually likes the Exhibit Item deck.)

Once you've started posting the pieces that are necessary to use the board -- ie. the Mythos and Location cards -- I'll bet this thread will pick up a little more.



#23 Hadanelith

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Posted 11 March 2009 - 04:16 PM

I find myself in agreement with Yenreb - I'll defer judgement until we have at least the completed rules. What you have so far is promising, though I find myself questioning the balance on the rusty weapons. The fact that they go away, eventually, sucks, but the bonuses they provide are a little on the ridiculous side, especially as they don't appear to count as physical or magical for resistance/immunity. On the upside, they seem hard to get a hold of (like Exhibit Items), so it may be a bit of a wash, all told. I'm very much interested in seeing how your Mythos cards play out, and just generally interested in seeing complete rules. I will say that I think this stuff is much better than the Capital Wasteland Horror stuff, though I will admit to liking the spells you put up for that. Good work so far, finish it up and it will be outstanding.



#24 The Message

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Posted 11 March 2009 - 08:17 PM

I guess I'll voice the opinion that the rusty weapons seem totally fine. From what I've seen, the bigger the weapon, the worse the stability, so you really only have a couple of turn to use it. Remember that the weapons degrade each turn, not just each use, so a stability of 5 or 6 really isn't going to last you long enough to grossly turn the tide of the game. Also, they are much more difficult to acquire than common and unique items, which is always an important consideration.



#25 Guest_Not In Sample_*

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Posted 12 March 2009 - 01:45 AM

Tnx for the replies everyone.

Soon I will post the full rules and then I will start spoiling some Mythos, Location and Gate cards.

And just to clear things out: Rusty Weapons suppouse to ignore Resistances and Immunities, but they have the drawback that they eventually wear out. That, and the rariry of them make them balanced IMO. Regarding Water Sword, a Rusty Weapon that don't degrade (look it up on this page) I believe it's also balanced because it's a two-handed weapon that adds +4 to combat checks (essentially the same as Martial Arts) and there's only one copy of it in the entire Treasure Item deck.

I'm working on the full rules as we speak. Expect to see them within the hour, probably less.

Cheers.



#26 Guest_Not In Sample_*

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Posted 12 March 2009 - 02:00 AM

In the meantime, here's the revised monk: (now that I know how to make bonuses balanced)



#27 Guest_Not In Sample_*

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Posted 12 March 2009 - 02:15 AM

Oh, and I revised Zebulark to make him more powerful:

 



#28 Guest_Not In Sample_*

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Posted 12 March 2009 - 03:56 AM

Here are the new rules: (if there are any questions please don't hesitate to ask)

 

 

 

The Sea of Horror: Rules of Play

Preparation:
1. Shuffle the new Mythos cards to form a new Mythos deck.
2. Shuffle the Sea Encounter cards to form a new Location deck.
3. Shuffle the new Gate cards to form a new Other World Encounters deck.
4. Put the Sea Monsters in a bag (excluding Spawns) to form a new Monster cup.
5. Shuffle the Treasure Item cards to form the Treasure Item deck.
6. Shuffle the Street Encounter cards to form the Street Encounters deck.

Setup:
1. Place the new board in a way that the River Docks would be adjacent to the Boat Passage area.
2. Place the green Condition card (Boats for Sale) near the River Docks.
3. Place the new Mythos deck near the regular Mythos deck.
4. Place the Sea Location deck near the new board.
5. Place the Treasure Item deck near the new board.
6. Place the Sea Monster cup near the regular monster cup.
7. Form a stack with the 4 gate markers of Atlantis and place it face up near the regular Gate stack.
8. Shuffle the Flood markers face down, form a stack and place it near the new board.
9. Place the Street Encounters deck near the regular board.
10. Place the new Other World Encounters deck near the regular Other World Encounters deck.

Arkham and The Sea:
The new board is referred to as "The Sea", but is considered Arkham for all purposes other than Environment cards that refer to Arkham.

Yellow Locations:
The Sea of Horror introduces a new type of location: Yellow locations. Yellow locations are somehow a mix between Red and Green locations.
Mythos cards will never open gates in Yellow locations, however monsters can appear in Yellow locations via Encounter cards.

Monster Limit and Sea Monsters:
Sea monsters do not count towards the monster limit.
Also, whenever an effect releases monster in The Sea (such as from a Gate Surge), Sea monsters are released there. In short, only Sea monsters can be released in The Sea.

Travelling to The Sea from Arkham:
During the Movement Phase, an investigator in the River Docks may spend 1$ and 1 movement point to move to the Boat Passage location. If he does so, his movement ends.
Note that if the investigator has a Boat Ownership he needs not to pay 1$ when sailing to the new board. (He still needs to spend 1 movement point though.)
Also, an investigator with the Swimming card may choose not pay the Sailing fee (He still needs to spend 1 movement point though). Instead, he is delayed.

The Movement Phase (The Sea):
If an investigator wishes to travel between one adjacent Sea location to another, he must spend all of his movement points to do so.
Note that if the investigator has a Boat Ownership it only costs him 1 movement point rather than them all.
If the investigator has the Swimming card it only costs him 2 movement points rather than them all.

Returning to Arkham from The Sea:
There are a couple of methods to return to Arkham from The Sea:
1. If the investigator is already on the Boat Passage area, all he needs to do is to spend is 1$ and 1 movement point and move to the River Docks. If the investigator has a Boat Ownership, all he needs to spend is 1 movement point. If he has the Swimming card, all he needs to spend is 2 movement points.
2. If the investigator is adjacent to the Boat Passage location, he needs to spend all of his movement points in order to move there. If the investigator has a Boat Ownership, all he needs to spend is 1 movement point (however his Movement Phase still ends). If the investigator has the Swimming card, all he needs to spend is 1 movement point, but if he does so he is delayed. In the next turn the investigator needs to follow step 1 (unless he is delayed in which case he needs to wait another turn).
3. If the investigator has no money nor a Boat Ownership or Swimming, or if he wishes to do this, he may spend 1 movement point and jump into the water. If he does so, he is Lost in Time and Space.

The Maelstrom:
In the center of the Sea there is a vortex, called The Maelstrom.
Whenever a Sea monster enters the Maelstrom, return it to the Sea Monster cup and follow these next steps:
1. Raise the Terror level by 1.
2. Take a random Flood marker and flip it over. You will see the name of a street in Arkham. Put the Flood marker on that street. It will stay there for the remainder of the game.
3. That street is now considered a Flooded street (see "Flooded Streets").
4. Draw a monster from the Sea Monster cup and place on the Flooded street.

Flooded Streets:
Streets which are flooded have several rules:
1. Sea monsters on flooded streets never move unless the street to which they will move to is also flooded.
2. Fast monsters who enters a flooded street after their first movement lose their second movement. If they start their movement on a Flooded street they only move once.
3. It costs for investigators 1 extra movement points to get in and out Flooded streets. For example, if an investigator wishes to move from a location to a flooded street it costs him 2 movement points, and then if he will want to move out of the street to another street it costs him 2 more movement points. Notice that it doesn't cost 3 extra movement to move from one Flooded street to another. Investigators with the Swimming card ignore all of these movement penalties.

Street Encounters:
The Sea of Horror introduces a new type of encounter: Street Encounters.
During the Arkham Encounters phase, if an investigator is in a street area, he must draw a card from the Street Encounters deck and follow it exactly as if it was an Arkham Encounter card.
Notice that the Street Encounter cards are each divided into two: Normal and Flooded. Investigators should only follow the Flooded part of the card if the street they're in is Flooded, in which case they completely ignore the Normal part of the card.
After resolving the encounter, the card is shuffled back into the Street Encounters deck.

Sea Encounters:
During the Arkham Encounter phase, if an investigator in a Sea Location area, he must draw a card from the Sea Encounters deck and follow it exactly as if it was an Arkham Encounter card. If the card he drew does not match the location he is on, he discards the card to the bottom of the deck and draw cards until he draws a card that matches his location. After resolving the encounter, the card is shuffled back into the Sea Encounters deck.

Other World Encounters in the Lost City of Atlantis:
During the Other World Encounters phase, if an investigator is in the Lost City of Atlantis, he draws a card from the new Other World Encounters deck and executes if exactly as if it was a regular Other World Encounter card.
After resolving the encounter, the card is shuffled back into the new Other World Encounters deck.

Movement in the Lost City of Atlantis:
Movement in the Lost City of Atlantis is executed exactly the same way it is executed in any other Other World.

Closing or Sealing the Lost City of Atlantis:
Note that the gate marker for the Lost City of Atlantis does not have any gate symbol. This means that no monster is returned to the cup after closing or sealing the gate.
Also, note that sealing gates in The Sea has little to no purpose, as all of the Mythos cards that open gates at The Sea are Gate Burst cards.

The Mythos Phase:
During the Mythos Phase, a regular Mythos card is drawn and executed, then the first player puts a Closed marker on the Mythos deck.
In the turn after, a second card is drawn and executed from the regular Mythos deck, then the first player puts a second Closed marker on top of the first Closed marker.
In the third turn, a Mythos card from the new Mythos deck is executed and the Closed markers are removed from the regular Mythos deck.
This process continues for the remainder of the game.

Resolving the New Mythos Cards:
When executing a card from the new Mythos deck, it is executed exactly the same as a regular Mythos card, with the following adjustments:
1. The new Mythos cards open gates only at Sea locations.
2. When a gate opens at a Sea location, a gate marker of the Lost City of Atlantis is placed on the location shown on the Mythos card.
3. Then, a random monster from the Sea Monster cup is placed on the gate.
4. If a gate should open at The Sea but non of the markers for the Lost City of Atlantis are left, the Ancient One immediately awakens (even if there are gate markers in the regular Gate stack).
5. If a Sea monster should be placed but non are left, the Ancient One immediately awakens (even if there are monsters in the regular Monster cup).

 

 



#29 Guest_Not In Sample_*

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Posted 12 March 2009 - 04:09 AM

Last, final revision on Zebulark:



#30 Guest_Not In Sample_*

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Posted 12 March 2009 - 04:31 AM

I forgot to add the rules for Rusty Weapons. You can find them at the end of this post:

 

 

 

 

 

 

The Sea of Horror: Rules of Play

Preparation:
1. Shuffle the new Mythos cards to form a new Mythos deck.
2. Shuffle the Sea Encounter cards to form a new Location deck.
3. Shuffle the new Gate cards to form a new Other World Encounters deck.
4. Put the Sea Monsters in a bag (excluding Spawns) to form a new Monster cup.
5. Shuffle the Treasure Item cards to form the Treasure Item deck.
6. Shuffle the Street Encounter cards to form the Street Encounters deck.

Setup:
1. Place the new board in a way that the River Docks would be adjacent to the Boat Passage area.
2. Place the green Condition card (Boats for Sale) near the River Docks.
3. Place the new Mythos deck near the regular Mythos deck.
4. Place the Sea Location deck near the new board.
5. Place the Treasure Item deck near the new board.
6. Place the Sea Monster cup near the regular monster cup.
7. Form a stack with the 4 gate markers of Atlantis and place it face up near the regular Gate stack.
8. Shuffle the Flood markers face down, form a stack and place it near the new board.
9. Place the Street Encounters deck near the regular board.
10. Place the new Other World Encounters deck near the regular Other World Encounters deck.

Arkham and The Sea:
The new board is referred to as "The Sea", but is considered Arkham for all purposes other than Environment cards that refer to Arkham.

Yellow Locations:
The Sea of Horror introduces a new type of location: Yellow locations. Yellow locations are somehow a mix between Red and Green locations.
Mythos cards will never open gates in Yellow locations, however monsters can appear in Yellow locations via Encounter cards.

Monster Limit and Sea Monsters:
Sea monsters do not count towards the monster limit.
Also, whenever an effect releases monster in The Sea (such as from a Gate Surge), Sea monsters are released there. In short, only Sea monsters can be released in The Sea.

Travelling to The Sea from Arkham:
During the Movement Phase, an investigator in the River Docks may spend 1$ and 1 movement point to move to the Boat Passage location. If he does so, his movement ends.
Note that if the investigator has a Boat Ownership he needs not to pay 1$ when sailing to the new board. (He still needs to spend 1 movement point though.)
Also, an investigator with the Swimming card may choose not pay the Sailing fee (He still needs to spend 1 movement point though). Instead, he is delayed.

The Movement Phase (The Sea):
If an investigator wishes to travel between one adjacent Sea location to another, he must spend all of his movement points to do so.
Note that if the investigator has a Boat Ownership it only costs him 1 movement point rather than them all.
If the investigator has the Swimming card it only costs him 2 movement points rather than them all.

Returning to Arkham from The Sea:
There are a couple of methods to return to Arkham from The Sea:
1. If the investigator is already on the Boat Passage area, all he needs to do is to spend is 1$ and 1 movement point and move to the River Docks. If the investigator has a Boat Ownership, all he needs to spend is 1 movement point. If he has the Swimming card, all he needs to spend is 2 movement points.
2. If the investigator is adjacent to the Boat Passage location, he needs to spend all of his movement points in order to move there. If the investigator has a Boat Ownership, all he needs to spend is 1 movement point (however his Movement Phase still ends). If the investigator has the Swimming card, all he needs to spend is 1 movement point, but if he does so he is delayed. In the next turn the investigator needs to follow step 1 (unless he is delayed in which case he needs to wait another turn).
3. If the investigator has no money nor a Boat Ownership or Swimming, or if he wishes to do this, he may spend 1 movement point and jump into the water. If he does so, he is Lost in Time and Space.

The Maelstrom:
In the center of the Sea there is a vortex, called The Maelstrom.
Whenever a Sea monster enters the Maelstrom, return it to the Sea Monster cup and follow these next steps:
1. Raise the Terror level by 1.
2. Take a random Flood marker and flip it over. You will see the name of a street in Arkham. Put the Flood marker on that street. It will stay there for the remainder of the game.
3. That street is now considered a Flooded street (see "Flooded Streets").
4. Draw a monster from the Sea Monster cup and place on the Flooded street.

Flooded Streets:
Streets which are flooded have several rules:
1. Sea monsters on flooded streets never move unless the street to which they will move to is also flooded.
2. Fast monsters who enters a flooded street after their first movement lose their second movement. If they start their movement on a Flooded street they only move once.
3. It costs for investigators 1 extra movement points to get in and out Flooded streets. For example, if an investigator wishes to move from a location to a flooded street it costs him 2 movement points, and then if he will want to move out of the street to another street it costs him 2 more movement points. Notice that it doesn't cost 3 extra movement to move from one Flooded street to another. Investigators with the Swimming card ignore all of these movement penalties.

Street Encounters:
The Sea of Horror introduces a new type of encounter: Street Encounters.
During the Arkham Encounters phase, if an investigator is in a street area, he must draw a card from the Street Encounters deck and follow it exactly as if it was an Arkham Encounter card.
Notice that the Street Encounter cards are each divided into two: Normal and Flooded. Investigators should only follow the Flooded part of the card if the street they're in is Flooded, in which case they completely ignore the Normal part of the card.
After resolving the encounter, the card is shuffled back into the Street Encounters deck.

Sea Encounters:
During the Arkham Encounter phase, if an investigator in a Sea Location area, he must draw a card from the Sea Encounters deck and follow it exactly as if it was an Arkham Encounter card. If the card he drew does not match the location he is on, he discards the card to the bottom of the deck and draw cards until he draws a card that matches his location. After resolving the encounter, the card is shuffled back into the Sea Encounters deck.

Other World Encounters in the Lost City of Atlantis:
During the Other World Encounters phase, if an investigator is in the Lost City of Atlantis, he draws a card from the new Other World Encounters deck and executes if exactly as if it was a regular Other World Encounter card.
After resolving the encounter, the card is shuffled back into the new Other World Encounters deck.

Movement in the Lost City of Atlantis:
Movement in the Lost City of Atlantis is executed exactly the same way it is executed in any other Other World.

Closing or Sealing the Lost City of Atlantis:
Note that the gate marker for the Lost City of Atlantis does not have any gate symbol. This means that no monster is returned to the cup after closing or sealing the gate.
Also, note that sealing gates in The Sea has little to no purpose, as all of the Mythos cards that open gates at The Sea are Gate Burst cards.

The Mythos Phase:
During the Mythos Phase, a regular Mythos card is drawn and executed, then the first player puts a Closed marker on the Mythos deck.
In the turn after, a second card is drawn and executed from the regular Mythos deck, then the first player puts a second Closed marker on top of the first Closed marker.
In the third turn, a Mythos card from the new Mythos deck is executed and the Closed markers are removed from the regular Mythos deck.
This process continues for the remainder of the game.

Resolving the New Mythos Cards:
When executing a card from the new Mythos deck, it is executed exactly the same as a regular Mythos card, with the following adjustments:
1. The new Mythos cards open gates only at Sea locations.
2. When a gate opens at a Sea location, a gate marker of the Lost City of Atlantis is placed on the location shown on the Mythos card.
3. Then, a random monster from the Sea Monster cup is placed on the gate.
4. If a gate should open at The Sea but non of the markers for the Lost City of Atlantis are left, the Ancient One immediately awakens (even if there are gate markers in the regular Gate stack).
5. If a Sea monster should be placed but non are left, the Ancient One immediately awakens (even if there are monsters in the regular Monster cup).

Rusty Weapons:
The Sea of Horror introduces a new type of weapons: the Rusty Weapons. Rusty Weapons can only be found in the Treasure Items deck.
Rusty Weapons do not count as Physical nor Magical weapons. This means that they completely ignore Magical and Physical Resistance and Immunity.
However, each and every Rusty Weapon has a limited Stability rate.
At the beginning of each turn, every investigator puts a Stability token on each and every Rusty Weapon in his possession. Rusty Weapons that have Stability tokens on them equal to their Stability rate are immediately discarded and shuffled back into the Treasure Item deck.

Discards and the Treasure Item Cards:
Discarded Treasure Item cards are shuffled back into the Treasure Item deck.
 

 

 



#31 Guest_Not In Sample_*

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Posted 12 March 2009 - 04:42 AM

Marker for Lost City of Atlantis:



#32 Yenreb

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Posted 12 March 2009 - 05:06 AM

Swimming feels like it should be a Skill. All of the special rules for how someone with Swimming moves could just be stated on the card. Any effect that would give an investigator 'Swimming' would allow him/her to search the Skill deck for a Swimming card.

That's just my 2c.



#33 Guest_Not In Sample_*

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Posted 12 March 2009 - 06:08 AM

Yenreb said:

Swimming feels like it should be a Skill. All of the special rules for how someone with Swimming moves could just be stated on the card. Any effect that would give an investigator 'Swimming' would allow him/her to search the Skill deck for a Swimming card.

That's just my 2c.

The swimming card DOES specify most of these things on the card. Specifying them ALL would make the text too tiny.

And I don't like it to be a skill. It may feel like a skill, but it's a special card with a special place to obtain it. Gameplaye-wise it would be unwise to make it a skill.

But tnx for your reply.

As I said earlier, any reply is welcome.

 

Here is the first herlad:



#34 Guest_Not In Sample_*

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Posted 12 March 2009 - 06:25 AM

I revised Bokrug:



#35 Guest_Not In Sample_*

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Posted 12 March 2009 - 07:49 AM

I forgot the rules for the Prison at Sea:

When an investigator is imprisoned at the Prison at Sea, he places all his items beneath his sheet. He cannot use his items until he escapes with them.



#36 Guest_Not In Sample_*

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Posted 12 March 2009 - 07:58 AM

Here are all the encounters for the Boat Passage location:

Edit: Just noticed a few typos and I'm fixing them (most noticeable "leave the ship behind you" should be "leave the storm behind you")

 



#37 Guest_Not In Sample_*

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Posted 12 March 2009 - 08:24 AM

I revised 2 investigators:



#38 Guest_Not In Sample_*

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Posted 12 March 2009 - 10:04 AM

FIANL revision on Preston:



#39 Guest_Not In Sample_*

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Posted 12 March 2009 - 10:38 AM



#40 Heliconia

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Posted 12 March 2009 - 11:44 AM

Absolutely awesome! My hat's off to you sir. I've read through most of it, and will forward any suggestions (if I have any) when I'm finished. Keep up the good work.






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