Pour jouer sur une table à Darkest Dungeon

Publié: 24 avril 2018 dans Achats, Jeux vidéo

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Darkest Dungeon est le seul jeu vidéo auquel je joue régulièrement, même si sa difficulté m’énerve souvent. J’ai déniché des figurines représentant très fidèlement les héros du jeu. De quoi jouer ensuite au jeu de rôle Torchbearer qui reprend bien les mécaniques du jeu vidéo (gestion des torches, séquence de donjon puis de ville, gestion du stress et de l’inventaire). Pour ceux que cela intéresse, les profils des héros du jeu vidéo ont été adaptés ici. Une adaptation des personnages pour le jeu Lamentation of the Flame Princess est aussi disponible.
Il doit également être possible de transposer le jeu vidéo en jeu de plateau ou de figurines comme certains l’ont fait magnifiquement ici.

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  1. Skarlan dit :

    J étais prêt à développer un jeu de plateau darkest dungeon sur kickstarter, du coup j ai demandé l autorisation de Red Hook. Ils m ont répondu qu ils étaient déjà en train de développer un jeu de plateau avec une société 🙂 il ne reste plus qu à être patient…

  2. Voilà une nouvelle intéressante. Et ton projet, il était bien avancé ?

    • Skarlan dit :

      Non, c était juste une idée, j avais besoin de leur aval avant de passer plus de temps.
      Voilà où j en étais :

      Of course this board game should simplify all the mechanism of this beautiful machine that is darkest dungeon, but i’m sure we can obtain a nice atmosphere and a palpable tension. With add-on, it will still be possible to add complexity and depth in time.

      Here is the basis of the game play that I imagined based on darkest dungeon:

      Card game, random dungeon and encounter
      Evolving character and town in campaign mode
      1D10 to resolve action
      1-4 players
      30-x min

      here is a pitch that I could develop and illustrate to make it bankable
      Materials :

      Map : 15 hard tile for rooms + 20 card room (nothing, treasure, encounter, treasure+encounter)
      1 Hard tile for torchlight level and Order of march of players and monsters
      60 (more?) Cards for hallways (hallway, torchbearer, pile of dirt, bibliotheque, coffin, bags, ambush, trap, secret passage…)

      Cards plunder (gold/gem/emeraud, heirloom, trinket, utilitarian (torch, shovel, potion, bandage…))

      Card heroes (4 cards of each class)
      4 Tile hero for expedition (1 class card location + lvl 1-2-3 token location, hit point 1-20 (1 marker), attack 1-10 (1 marker), dodge/pary lvl 1-10(1 marker), point of madness 1-10, 2 trinkets locations, 2 attack type location (+token lvl1-2-3), 1 armor location (+token lvl 1-2-3) , 1 weapon location (+ token lvl1-3)-1 initiative location 1-10 (marker), 1 resistance location 1-10 (marker), 1 Trap detection/scouting/disable trap 1-10 (marker)
      –> 24 markers
      4 class card per class type (detailing life 1-20(lvl1-3), attack 1-10(lvl1-3), dodge/pary 1-10 (lvl1-3), initative 1-10(lvl1-3), resistance blight/bleed 1-10 (lvl 1-3), 2 camping skill for each class), Trap detection/scouting/disable trap 1-10 and range in number of cards (lvl1-3)
      Attack type cards (4 types by class, 2 card of each type): (damage, location possible, target possible, modifier and specific rules according to lvl)
      Armor type card (1 type by class, 4 card for each class) (armor lvl, modifier to dodge/pary/resistance according to lvl)
      Weapon type card (1 type by class, 4 card for each class) (damage lvl, modifier to dodge/pary/resistance according to lvl)
      Camping skill cards (1 type of card detailing 2 camping skill for each class, 4 cards per class)
      32 (more?) trinkets cards
      32 madness cards
      16 virtue cards
      20 Token lvl 1, lvl2, lvl3 (yellow)

      80 Token hit point (red)

      40 Token madness (black)
      8 torch token (yellow)
      20 bleed token (red)
      20 blight token (green)

      (X) Monster set cards : set of 4 monsters in order of appearance (pick it when hallway « ambush » ou card room encounter/treasure+ encounter),
      (X) 4 cards for each types of monsters to place in front of the expedition (lvl1-2-3 stats indicated on the card (attack, dodge, armor, initiative, resistance, hit point), lvl depends on the global level of the dungeon)
      1 campaign booklet (follow up of campaign, town and heroes)

      Game play :
      Heirloom : necessary to upgrade town (recruitment lvl1-3: (2-3-4 heroes to recruit and 8-12-16 roster), hero upgrade lvl1-3 (allow to buy equipment up to the lvl of the building : armor, weapon), cares (lvl1-3 allow to heal more than 1 hero at a time)(remove madness point (1 hero as basis)or 1 affliction (1 hero as basis)),
      cost of building upgrade : 1 heirloom
      Cost of equipment upgrade or cares : 1000 gold
      Value of trinket : 1000 Gold

      level up of heroes :
      End of dungeon : 1 xp, 2Xp if boss

      3XP required to level up
      Each class of heroes has specific bonus (free equipment…)

      Each heroe cannot hold more than 2 trinkets
      Escape of dungeon (not possible during battle) : no XP gain, gain of 1 pt of madness, healing of hit point
      Victorious of the dungeon : loss of 1 pt of madness, healing of hit point, XP gain, 2 treasures cards.

      How to be victorious ? Boss killed or 80% or room visited (rounded down)

      Maping of dungeon
      Choice of quest length : number of room (5, 8 or 11 then throw 1D10 : 1 : -2, 2-3 : -1, 4-7 : 0, 8-9 : +1, 10 : +2 to the number of room)
      possibility to camp once for medium and long dungeon
      Create a pool of room : 2 room card X nb of room tile planned : 25% nothing, 25% treasure, 25% treasure + monster, 25% monster (including 1 BOSS), the round up goes to monster)
      Number of hallway cards: 5 hallway cards X number of room tile planned. 50% nothing special, 50% specific card (the rounded up goes to special card)
      First : place 1 room tile
      then :1D10 : 1-3 to the East, 3-4 to the west, 5-6 to the North, 7-8 to the south, 9-10 back to the previous room and reroll 1D10,
      once the direction is set: roll 1D10 : 1 : 1 hallway card, 2-3 : 2 cards, 4-5 : 3 cards, 6-7 : 4 cards, 8-9 : 5 cards , 10 : 6 cards
      then put a room tile…
      The process is stop when the last room tile is set

      Dungeon level : 1-2-3 (impact on monster card, chance that a plunder trigger a trap: roll 1D10 below lvl1: 4, lvl2: 5, lvl3 : 6)

      Plunder:
      Pick up 1 treasure card when plundering an item, after a victorious battle against monster, pick up 1 more treasure card if a specifically adapted equipment is used to plunder the item (in that case not trap roll is required)
      Trap à the one who try to plunder or try to disable the trap or the first in order of march

      Maximum storage : 10 treasure cards for the team

      Torch light:
      Torch equipment card : 8 token (yellow)

      On game tile : light level : 10, 1 point is lost every hallway/room card revealed and by turn of combat

      Light level : 9-10 : +1 scout/range, trap disable roll, <6 : -1 scout/range/disable trap, <4 : +1 madness point every time a madness point is gained, -2 scout/range/disable trap roll

      Use of 1 torch token : +4 to light level

      A successfull scout roll allowing to detect an ambush offer the surprise advantage (the 4 adventurers act first independently of their initiative for the first round)
      1 seul test scout quand sort d’un pièce (on doit choisir le perso (comp vs portée))

      Combat rules:

      Each monster has 2 attacks, the first one is their preferred one, if not possible attaque number 2 is used, if not possible the monster moves toward a place where he will be able to attack next round
      Attack : Roll 1D10, it must be below (or equal?) the attack skill to be successful
      The adversary : roll 1D10 under dodge/pary, if successful the attack is missed
      If the attack is successful then substract the armor value to the damage, the rest is removed for the total hit point.

      1 on the 1D10 is critical success (Crit ! on the dice) : if it was for the attack roll, then dodge/pary roll of the adversaray must also be a Crit! to be efficient. A critical hit doesnot take into acunt the armor of the opponent and the player lose 1 madness point
      10 on the 1D10 is a critical fail (darkest dungeon symbol on the dice) : on attack roll : gain 1 madness point or target a friend or lose next turn (monster : lose next turn), on dodge/pary roll (lose next turn), on disable trap roll : gain 1 madness point

      Token blight/bleed (20 of each : blight : green, bleed : red) (set 1-3 token on the target (cumulative), each turn: inflict damage equal to number of token then remove one token). If subject to blight/bleed : roll a resistance not to be affected.

      Affliction:

      Madness card : pick one madness card once a player reach 10 point of madness and remove madness point token, if the player reach again 10 madness point in the same dungeon, the players dies
      If the player had already one madness card attached to him, pick up a second madness card. If it is the same type, the player can remove his madaness card and replace it by a random virtue card.
      If the player has already 2 madness card/virtue card, then the player dies if he reaches 10 point of madness

      Expedition preparation :

      equipment cost : 1000 Gold

      Carte équipement torche : 8 token (jaune)
      shovel (1 use), bandage (infinite use), potion (infinite use), key (infinite use)

  3. Une idée assez approfondie tout de même…

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