Questing Through UnderQuest

Today we will be discussing the all-new quest system that will be used in UnderQuest. Unlike Iron Helm, in which you simply worked your way through the dungeon deck until you revealed enough eye icons to trigger the boss fight, UnderQuest tackles this task from a more narrative-driven angle. Let’s dive into how exactly this works.

UnderQuest uses a Quest Token system. Quest Tokens are gained in a few ways during play. (1) You can gain one by connecting two dungeon cards together in your dungeon tableau that complete an icon. When you do this, you gain the matching Quest Token. (2) You can also gain a quest token during a random encounter. These Quest Tokens are then spent to progress through the quest deck. Let’s talk about the quest deck.

The quest deck is actually made up of 6 smaller decks. Each of these smaller decks represents a phase of your adventure and are numbered 1-6 on their backside. During game setup you randomly select one card from each of these decks, without looking at them, and then stack them in order with the card from the 6th phase on the bottom. You will then reveal the top card and you are ready to start your adventure.

Each card has an upper narrative portion that sets up the scene. In the middle you will find the three Quest Tokens you must locate and then spend to unlock the lower portion of the card. The lower portion concludes the phase of the adventure and sometimes offers special loot, healing, or perhaps a companion to join your mission.

The core game will come with 3 cards in each of the 6 phases for a total of 18 cards. having a random card pulled for each phase creates a new story every time. In fact, with just 18 cards you manage to have over 700 possible pathways through your quest’s story. This creates a very high replay level for the game. I also plan on releasing Quest Packs in the future, that will add 1 card from each phase. So if we go from 3 cards in each of the 6 decks to 4 cards we increase the possible story paths from 729 combinations, to 4096!!! The plan is to add many of these decks over time, which should translate into almost an endless numbers of unique adventures.

I am pretty excited about this system as it will allow there to be a story that drives the game, and when you combine this with the random encounter deck and other mechanics in the game like the alchemy system, you should have a unique adventure every time you open up the box. I am excited to share more about UnderQuest as it develops. Thanks for stopping by and hanging out!

The Game Crafter’s Back to School Sale: Games to Consider That Are Not Mine.

The Game Crafters annual summer sale just launched today, and I thought it would be nice to showcase a few games that are included in the sale, but are not my own designs. I am going to only included games that I actually own myself. What better way to know that I have confidence in a game then the fact that I bought it, played it, and still love it? These are in no particular order, so let’s get started!

Cursed is light, and very quick playing, solo dungeon delver. It has great artwork and very solid mechanics. Best of all, it is quite inexpensive. Regular Price $14.99 and on sale right now for $12.84 Link to Cursed

Paperbag Dungeon is another light dungeon exploration game that implements tile-laying mechanics. The artwork also is fantastic in this game Regular Price $17.99 and on sale right now for $13.30! Link to Paperback Dungeon

Doom Pilgrim is a fantastic narrative-driven game set in a dark and foreboding world, where you will have to navigate a deck of jumbo cards with absolutely beautiful artwork in a perilous attempt to stay alive. Regular Price $44.99 and on sale now for $34.99 Link to Doom Pilgrim

Jump Gate is the critically acclaimed space exploration game designed by Matt Worden. This a light/medium weight game that is super easy to learn an get to the table. It also has a clean solo mode included. Regular Price $45.99 and on sale now for $37.05 Link to Jump Gate

Buried Beneath is a rather massive experience crammed into a very small package. Something I pride myself on, but this game manages to pack a very solid solo worker placement game into a mint tin. Regular Price $21.99 and on sale now for $16.40 Link to Buried Beneath

Quest for the Lost Pixel is considered by many as one of the best holy grail indie games. It has a steep price tag, but it is packed with a ton of content and Peter Jank has supported the game with many expansions. Regular Price $161.99 and on sale now for $132.55 Link to Quest for the Lost Pixel

Armor Up is a really fun 18 card micro game that has players trying to build the best set of equipment. It plays 2-3 players, but adding a second game allows for up 6 players. It also hosts the amazing artwork of Alisha Volkman! Regular Price $9.99 and on sale now for $7.13 Link to Amor Up

Decayed is designed and illustrated by my very talented daughter Abby and it does deserve to be on this list. It uses some familiar mechanics to Grey Gnome fans, but is set in a hospital after the release of a terrible disease. Regular Price $30.99 and is on sale now for $25.87 Link to Decayed

Polyhedral Perils is a super compact dungeon delver that you could literally keep in your wallet. You only need to supply the dice. There are also a couple of expansions available for this little gem! Regular Price $5.99 and on sale now for $4.69 Link to Polyhedral Perils

Dungeoneering Dolls is a really enjoyable card game that focuses on hand-management and set-collection. It plays 2-4 players and is quick to learn, teach, and play. I also love the watercolor illustrations. Regular Price $23.99 and on sale now for $18.63 Link to Dungeoneering Dolls

So that completes my list of games that I would recommend that are part of this years summer sale. I urge you to take your time and look through all the games offered and see what speaks to you. It means a lot to an indie designer to make a sale, so you could really brighten someone’s day. Here are a list of games that I am looking at right now, that are also included in the sale, that I just might pick up myself. Don’t Let It Die, Sector 18, Auriferous, Legends of Expeditions, Mythical Menagerie, Potioneers, and Pocket Realm Crafter. Well, I hope this list inspired you to potentially pick up an exciting new indie game! Here is a direct link to the sale. >BACK TO SCHOOL SALE LINK<

Shifting Back to UnderQuest

Okay, so a few months ago I put UnderQuest on the back burner to focus on a couple of other projects (Tin Realm and the Gnome Pack). At the time I was not exactly happy with what UnderQuest was becoming. Not that is was shaping up into a bad game, but rather it was drifting further and further from my vision. Sometimes you have to take a project and just set it aside for a bit, focus on something else for a while, and then come back with fresh eyes. So where does this leave UnderQuest?

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My biggest issue was the more I worked on UnderQuest the more it felt like I was making things more complicated than they needed to be and I also was quickly loosing interest in the art direction. The black, white, and red palette was fairly restrictive on what was going to be a larger game. I think it would great for a smaller tin series game, but in a larger game it seemed to be too much. I also felt like I was trying to make something much different from Iron Helm, but as I was designing UnderQuest, I sort of felt pulled to the roots of Iron Helm. So what direction am I going?

I truly love Iron Helm and I love the community that has grown around it. I love creating content for Iron Helm as well. All of this made me realize that I should truly focus UnderQuest into being a real spiritual successor to Iron Helm. Iron Helm is great, but it definitely has a few holes in the design and I want to address those all with Iron Helm 2.0 (AKA UnderQuest). Here are a few of the things I want to fix or make better.

The Rulebook – It is no secret that the rulebook for Iron Helm is far from perfect. Some of that was due to the size limitation of the medium booklet I used. I could only have 20 pages and I needed more. I also immediately negated to include some important rules. It was not a terrible effort, but I want the booklet for UnderQuest to feel complete and I want it easy to navigate.

Morality – The morality tracker in Iron Helm was simply there and not used very often, at least not in the base game. I attempted to address this with the Howling Abyss Dungeon Booster pack. That set of dungeon cards did a good job of fixing the issue, but I want a cleaner and more meaningful system in place from day one. Morality will be handled via favor points, much like I used in Tin Helm. You will gain them by defeating certain enemies or by making good moral choices during play. You will be able to use these favor points in many ways including, reading runestones (learning new skills), to reroll dice, and certain dungeon cards and encounters will be effected by your current level on the favor tracker. I simply want it much more integral to the design.

Exploration – UnderQuest will use the exploration system used in Iron Helm, rather than the one I was attempting to use before, that was more similar to the one used in Tin Helm. There will of course be some twists. I am working on a cool system to making enemies more difficult if drawn as the second card that does not rely on simply adding x-number of health or damage output to the foe. I am excited to share this in the future.

Plot Cards/Encounters – The plot card system used in Iron Helm will be replaced with an encounter system. Encounters will work a lot like plot cards did in Iron Helm, but in UnderQuest encounters could be all sorts of things including, a simple story with a choice to be made, an encounter requiring a skill check, a trap, an enemy, or even finding a character to join you on your adventure! These cards will have a timer mechanic built into them that will trigger the end game much like the plot cards from Iron Helm.

Quests/Campaigns – So one of the biggest hitches in the development of UnderQuest before was the idea of a campaign mode. I have come up with a simple solution. If you want to play UnderQuest as a one-off rogue-like experience, then you will simply use the Encounter deck while playing. If you want a campaign vibe, you will be able to use a new Quest deck. These cards will work much like the Encounter cards except they will be numbered in order on their backs. In this way a narrative story can unfold. You may find special items or weapons, have to fight unique foes, or any number of surprises. My issue with this when working on UnderQuest before was trying to figure out how to both make random encounters and have there be a quest/campaign system. The new idea is to allow the player to decide what they want. Do you want to play with the randomness of the Encounter deck or do you want to use a more campaign/story-focused deck like the Quest deck. There would of course be a simple quest deck in the base game and then I could release new ones over time for players who like to play that way. For those that prefer a more rogue-like experience, I will introduce new decks to add to the existing Encounter deck.

Art Direction – I want UnderQuest to hearken back to old-school nostalgic artwork from the late 70s DnD era, sort like Iron Helm attempted to do. I also want to push an almost medieval engraving feeling with my linework. Something like the work of Albrecht Durer. Lastly, I want the art to have an almost tarot-like feel to it. Something mysterious with strange symbols and odd flavors. Above you can see the development of the card backs. As you can see I am using full-color and trying to make the game feel almost from another time and place.

OGL – UnderQuest will have a limited open game license which will allow folks to create new enemies, quests, encounters, and more for the UnderQuest system. Iron Helm has a strong following from some very talented and creative folks and I want UnderQuest to take that to the next level. I am excited to see what people come up with.

Well, that is about all I have for now. UnderQuest is indeed still being worked on and now I have much more focused vision for it. The aim is a spiritual successor to Iron Helm that addresses some of the issues with Iron Helm, while adding a fresh new layer to it. Stay tuned…