(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.
Current Progress: Set Skeleton (cont)
A set skeleton is a list of the cards being made and listed by function. The set skeleton for DPD needs certain themes to be present. It doesn’t mean that I need to nail down every card right now, just as long as I have enough cards to do the things I need to do. It’s just another part of trying to get the most out of playtesting before I have to completely rebuild every card after the first playtest.
This week it’s Heirlooms and Retirement cards, the places where you want to go and what you use to get there. While Heirlooms can still be played to improve other Heirlooms, I haven’t really delineated the abilities of the “prime” heirloom from what the “upgrade” heirlooms add. I’m currently leaning towards just lending a die bonus from upgrades.
That means abilities are either good early and late-game or they can be shuffled and replaced. Given the use of “draining” as a dungeon consequence which (basically) taps down cards and prevents them from being used until the dungeon is complete, it makes sense that upgrades can be used to protect the function of a main Heirloom. I can still have some equipment give a lesser bonus when they’re used as upgrades.
Still though, it feels like abilities stronger than the ones listed here should be used.
|Card Type||Subtype||Theme Slot||Proposed Implementation|
|Heirloom||Armor||[S]||Adventurer using this gear is also a Thief in addition to any other Adventurer types. If a consequence would check for whether an Adventurer has any types or dice, you may deplete this Heirloom to choose whether or not this Adventurer has those types or dice.|
|Heirloom||Armor||[S]||You may convert up to three [C] and/or [S] dice to [M]|
|Heirloom||Aura||[M] Efficient Harbinger->[M] conversion||Whenever this Adventurer uses Spell Components, they get an additional [M]|
|Heirloom||Aura||[M] Reroll [M] dice||You may reroll your [M] dice once per dungeon.|
|Heirloom||Aura||[M] Fortune telling||When this adventurer begins a dungeon, they may look at the monster deck before the party encounters the first Monster.|
|Heirloom||Shield||[C] Reduced consequences||Once per dungeon, if a trap or consequence would kill this player, destroy this Heirloom. When this heirloom is destroyed while it’s wielder is in a dungeon, it’s put into that dungeon’s loot pile (This Heirloom has a bounty value].|
|Heirloom||Shield||[M] Reduced consequences||If one of your Adventurers would be killed as a consequence of not overcoming a monster’s M threat, destroy this equipment and the Adventurer gains one reroll per combat for the rest of the dungeon.|
|Heirloom||Shield||[S] Reduced consequences||If a death consequence would affect this character, instead deplete all of their heirlooms. (Depleted heirlooms do not function).|
|Heirloom||Tools||[S] v Traps||Once per dungeon you may spend the bounty of a monster card with a trap to ignore a trap.|
|Heirloom||Tools||[S] v Traps||This Adventurer counts as a Thief for the purposes of checking if Traps trigger.|
|Heirloom||Tools||[C] Turn other die into [C]||May convert up to three [M] and/or [S] to an equal number of [C].|
|Heirloom||Weapon||[C] Stack [C]||Once per dungeon, this adventurer may add [C] to their combat roll for each heirloom card in their heirloom.|
|Heirloom||Weapon||[C] Looting bonus||When this adventurer loots an Animal or Mechanical bounty, you may immediately use that bounty to pay to Hone an Heirloom. When you do, the cost of that Heirloom is reduced by 2.|
|Heirloom||Weapon||[C]||When the Adventurer using this equipment is in the dungeon with their spouse, you may split this Heirloom’s dice between them in any way you wish.|
|Retirement||Improve Mentoring||When you mentor, you may look at a two additional cards from the Village Deck. When another player Trains, they may look at two additional cards from the Village Deck. /4\|
|Retirement||Improve Honing||City Size +1, but that card must always be an Heirloom card (when replacing that card, reveal cards from the Village Deck until you reveal an Heirloom card). /3\|
|Retirement||Improve Retiring||The cost for you to play retirement cards is reduced by one. /2\|
|Retirement||Monster type debuff||Undead monsters are -1 to all threats. /3\|
|Retirement||++ Retirement for Siblings (ongoing bonus)||Siblings of this Adventurer may pay 3 to retire here. Each Adventurer who retires this way adds one to the retirement value of this card. /4\|
|Retirement||requries Marreid Couple to retire together (higher points)||This card requires the Adventurer to retire with their partner. /7\|
|Retirement||Gives bonus to offspring once retired||Gain an additional retirement point for each Adventurer type among this Adventurer’s retired children. /3\|
|Retirement||“Becomes the bad guy” retirement (not on theme but okay)||Play this if a character with no partner or children would die. Instead they are removed from the dungeon and retire. If this card would give you 10 or more points, you need to play an additional retirement card to win. During the Twist! Phase, discard all Monsters in your hand, fill your hand with cards from the Village Deck, then play all Twist!s in your hand. /8\|