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After buying a couple of sets you soon find that you have multiples of certain figures (Barbarians and Wizards especially).

What do others do with their 'extra' players?

One suggestion I have, if playing through all the sets connected is that each player starts as a wizard or barbarian.
As they come to each 'zone' they can recruit other characters into their team and use them to collect potions and use their powers as appropriate.
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| February 10, 2012, 12:41 pm
Quoting andhe ;-)
After buying a couple of sets you soon find that you have multilples of certain figures (Barbarians and Wizards especially).

What do others do with their 'extra' players?

One suggestion I have, if playing through all the sets connected is that each player starts as a wizard or barbarian.
As they come to each 'zone' they can recruit other characters into their team and use them to collect potions and use their powers as appropriate.

That souds like a function in my soon-to-be-posted board "Assault on Castle Ravenloft". My version is this: only three players may play, and they each choose one of three heroes. The other three heroes are in a dungeon later on the board, which the players may open, thus adding those heroes to their "party".
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| February 10, 2012, 1:08 pm
I like to play where each person gets a "Party" of 3 Heroes, it gives you more strategic options. And/or, you can put a stud on top of an extra Hero's head, and make them a "Mercenary" monster for you to fight!
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| February 10, 2012, 3:02 pm
My extra heroes have mostly been given 'hats' and turned into shopkeepers or characters to talk to. I've been thinking about a party system too where players can 'swap' between different heroes but in the standard rules, there's not enough of a difference between the heroes for it to work.
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| February 10, 2012, 3:17 pm
Quoting Luc Byard
My extra heroes have mostly been given 'hats' and turned into shopkeepers or characters to talk to. I've been thinking about a party system too where players can 'swap' between different heroes but in the standard rules, there's not enough of a difference between the heroes for it to work.


That's one reason I wrote new rules -- so there would be more of a difference between heroes. I gave some non-Shield-roll bonuses. And a Hero with a "matching" weapon "Levels Up" and can use special abilities on Shield or Sword rolls.

Another possibility I've thought of, but haven't written up yet, is using extra figures as Mercenaries. When you meet a Mercenary, you can either fight him or hire him. Hiring him would mean you'd pay him up front (maybe 10 GP or equivalent loot) and he would act as your bodyguard for 4 rounds. The Mercenary would always move next to you, and swap with your Hero when it was time for a fight. But you wouldn't get any points credit for the Mercenary's kills. At the end of 4 rounds, you could hire him again, or roll. On a Shield he remains loyal for 1 more turn. On a Sword or Sword/Skull he leaves. On a Skull he's unhappy with your management skills and attacks you.

It's a rough idea, but I think it could be incorporated into the official rules pretty easily. Any thoughts?





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| February 16, 2012, 12:13 pm
I put the extra characters around the board as stores, and can also be bought as helpers for three gold. The following are my rules for using them.
-They have three health, two strength, and two to three speed depending on the hero.
-Only the druid can heal, otherwise they must go and buy potion to restore health.
-Their powers are basically the same.
-They move right after your hero and, aside from limited behaviors, you can do what ever you want with them.
(Example_ The wizard uses his power as much as possible and avoids close quarters combat)
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| February 16, 2012, 2:20 pm
I don't use the extra heroes. They're just in one of my boxes. But I have some custom heroes called the Nomad, Sorceress (they're found here on moc), Gladiator, Warlock and I also have the female Barbarian. I don't know yet what the female Barbarian and the Gladiator should have as their abbilities but the warlock is in a set I've made - it's called the desert of Zalain. He's the red figure from
Orient Bazar. He has the abbility to change the weather. (Quite cool, right?) He shoots a whirlwind on a monster up to 3 (maybe 4?) spaces away, and may now move it whereever he wants to. (If you are playing more than 1 set combined he may only move it inside that set - not from for excample Waldurk to Fortaan. If you are playing with that monsters have more than one life, the monster that is moved also loses one life.) The Nomad (orange) is also from Orient Bazar. The Sorceress (pink), the Gladiator (red) and the female Barbarian (yellow, of course) all comes from LEGO Champion. You can also just take a Gladiator from the Minotaurus game.
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| March 25, 2012, 9:10 am
I hit a bit of inspiration lately and decided to expand my game even more than it already is now. I wanted to mess around with more ideas on locations on the other side of the rift. Part if that came about while playing City Alarm. So I got on LDD and made a map with "buildings" like that game. But instead of thinking of the trans-clear pieces as windows, I am using them as reflecting crystals. As a rule, whenever a player rolls a 2/skull, they will have to fight their
doppleganger (using a trans-clear stud on the head to differentiate). When the Bricklink order come in and I get it built, I will post it on my blog.
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| April 24, 2012, 7:24 pm
I've been thinking of using the spare characters as villains. I took the white character from the Magma monster set and put a mini wizard hat on him. He is known as the Dark wizard. Then I put clear studs on the spare characters head and pretend they're hypnotized. Makes a awesome story, the Dark Wizard taking over a village of good guys and you have to free them.
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| August 13, 2012, 7:11 pm
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