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The Sea of Horror Custom Expansion

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

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scrolloffaithfrontside.jpg

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

 

zebularkfrontside.jpg

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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).

 

 

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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.
 

 

 

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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.

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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:

carddeck1i.jpg

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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.

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Here are all the encounters for the Boat Passage location:

carddeck1.jpg

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")

 

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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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Heliconia said:

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.

Tnx! replies are always a good a motive to continue! And I would love to hear your suggestions!

 

 

One piece of ruling I forgot, regarding Seasickness:

Players can't have more than one copy of the Seasickness special card.

 

p.s. I'm aware one of my encounters says otherwise, and I've already eidted it in .eons.

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Couple of quick notes:

The new Corruptions - are they meant to be added to, or replace, the BGotW Corruptions? With the Herald, are you deliberately removing the rule that if the corruption deck runs out, the GOO wakes up? Did you deliberately mismatch a couple of the movement symbols, so that cross only comes up once, crescent three times, and pairs aren't always the same?

As to your new investigator, isn't his ability kind of pointless? Most of the time, you either pick up a specific ally, or you go to Ma's and pick whichever one you want. Drawing a random Ally almost never happens, which makes his ability one that rarely triggers.

The new Herald seems a little rough - Discard an Atlantis Gate Trophy AND two Sea Monsters? X equals the number of corruptions? I've had games where all of the investigators together had seven or eight of them! Five Doom AND he's both physically AND magically immune? You need Rusty Weapons galore, and really low corruption counts, plus lots of clue tokens, especially if you have to kill him in one turn! Kinda ridiculous, though certainly interesting.

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This is my mistake; all the corruptions should be pairs. I'm eiditng them now. And I forgot the rule about the AO awakening when no corruptions are left. Editing that, too. And the attack is intentional. Having two monsters trophies and one gate trophy of atlantis isn't so hard to come by in the coarse of an entire game if you aren't spending them. And, if you come to the battle with a Rusty Weapon or two and enough clues, removing 5 doom tokens shouldn't be too hard. Challenging, sure, but possible.

And ofcours, you draw from Xoxer's corruption deck if he's the herald, not the BGotW.

And again, tnx for noticing the mistakes.

 

By the way, I revised the Desrted Isle: img15.imageshack.us/img15/4277/expansion1.jpg

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All the encounters for the Prison at Sea:

carddeck1c.jpg

So, what we have left until the expansion is complete?

*7 cards double the 3 locations that are left

*10 street encounters cards

*20 mythos cards

*10 other world cards

*around 10 different monsters

*a guardian

*a couple more treasure cards

*a couple more investigators

*a couple more ancient ones

ETA: 2 weeks, maybe less.

 

 

Oh, and a couple of rules: (if you're lost with all the rules updates don't worry, the complete expansion would have the full rules)

1. Environment cards from the new Mythos cards are not discarded when an environenment from the regular mythos deck is played. An environment card from the new Mythos deck is only discarded when another environemt card from the new mythos deck is played.

2. It's possible for 2 rumors to be in play at the same time if one rumor is from the regular mythos deck and the other is from the new mythos deck.

3. Investigators imprisoned at the Prison at Sea discard all their allies.

4. Investigators imprisoned at the Prison at Sea can use any items they get via encounters at the Prison at Sea (as opposed to the items they had when they got imprisoned).

This is all for now.

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Quick edit note: the encounter with the meteor, the visiting part - refering to the meteor as him seems a little strange. That is all. Carry on.

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The revised Seasickness card and all the encounters for the Dirft Shore:

23jlqgn.jpg

edit: **** why is it small? I'm in a hurry and will post larget version later

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kroen:

I love the looks of this expansion so far; I personally can't wait for it to be finished.

Even so, what are your plans for when it is finished? Will you release the .eon files and the extension for public consumption?

- Gio

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Gio said:

 

kroen:

I love the looks of this expansion so far; I personally can't wait for it to be finished.

Even so, what are your plans for when it is finished? Will you release the .eon files and the extension for public consumption?

- Gio

 

 

I don't see why not. And tnx.

Larger version, as promised, plus the revision of one encounter at Boat Passage:

carddeck1.jpg

And soon, very soon, some sea monsters!

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Edit note: the encounter that sends you to the 'Lose City of Atlantis' - not quite what I think you meant, eh? Carry on the good work.

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