Buck: Legacy Wiki
(Formatting Changes 1)
Tag: Visual edit
(Added Curses, Events, Boons, Areas/Quest, Personal Objectives, and other Edits.)
Tag: Visual edit
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This Expansion has a rough total of 154 Cards, with more being added occasionally throughout time. The Base game with ALL expansions is roughly 263 Cards to give rough idea. These counts are NOT including Spell List, Character Sheets, Info Cards, and other cards not in the base decks.
 
This Expansion has a rough total of 154 Cards, with more being added occasionally throughout time. The Base game with ALL expansions is roughly 263 Cards to give rough idea. These counts are NOT including Spell List, Character Sheets, Info Cards, and other cards not in the base decks.
  +
  +
'''For sake of Room and not typing out 154 different cards, Only a few cards will listed for each Section to give the idea of the expansion.'''
   
 
== '''Added Rules''' ==
 
== '''Added Rules''' ==
Line 14: Line 16:
 
<sup>1</sup>'''''<sub>Example: </sub>'''<sub>Gryphon: Cleric, They may redraw a new random Class, but must take the new class, even if its another magic based class.</sub>''
 
<sup>1</sup>'''''<sub>Example: </sub>'''<sub>Gryphon: Cleric, They may redraw a new random Class, but must take the new class, even if its another magic based class.</sub>''
   
== '''New Character Creation Cards''' ==
+
== '''Character Creation Cards''' ==
 
With every good expansion, new races, classes, and starter weapons were needed for more options to the players. To ensure that everything worked out alright in the end, some cards are just in for the fun, and may be excluded from the game from time to time, depending on how the players all feel. Rules such as exclusions are decided before game start.
 
With every good expansion, new races, classes, and starter weapons were needed for more options to the players. To ensure that everything worked out alright in the end, some cards are just in for the fun, and may be excluded from the game from time to time, depending on how the players all feel. Rules such as exclusions are decided before game start.
   
 
=== '''Races:''' ===
 
=== '''Races:''' ===
 
{| class="article-table"
 
{| class="article-table"
 
!'''Diamond Dog'''
!Changeling
 
 
!Dragon
 
!Dragon
 
!Buffalo / Bison
 
!Buffalo / Bison
Line 27: Line 29:
 
|'''Combat Strength:''' 4
 
|'''Combat Strength:''' 4
 
|-
 
|-
|'''Magic Rank: '''1
+
|''''''Magic Rank: 0''''''
 
|'''Magic Rank: 0'''
 
|'''Magic Rank: 0'''
 
|'''Magic Rank: -'''1
 
|'''Magic Rank: -'''1
 
|-
 
|-
|'''Special Effect: '''Changeling Magic
+
|''''''Special Effect: ''''''Gem Collector
 
|'''Special Effect: '''Wings of Fire
 
|'''Special Effect: '''Wings of Fire
 
|'''Special Effect: '''Herd Mentality
 
|'''Special Effect: '''Herd Mentality
 
|-
 
|-
 
|During the Ready up Phase, you may swap dungeon cards with any adventurer.
|Access To Changeling Spells
 
 
Once per Ready up Phase.
 
|Flight. May cast Ember at no cost nor rank.
 
|Flight. May cast Ember at no cost nor rank.
 
|May Declare Support/Hinder despite fighting a monster. Does not Apply during Boss Fight.
 
|May Declare Support/Hinder despite fighting a monster. Does not Apply during Boss Fight.
 
|}
 
|}
{| class="article-table"
 
!SeaPony / MerPony
 
!Diamond Dog
 
|-
 
|'''Combat Strength:''' 3
 
|'''Combat Strength:''' 3
 
|-
 
|'''Magic Rank: 0'''
 
|'''Magic Rank: 0'''
 
|-
 
|'''Special Effect: '''Sea Siren
 
|'''Special Effect: '''Gem Collector
 
|-
 
|<nowiki>+1 to Escape and Charisma Test</nowiki>
 
|During the Ready up Phase, you may swap dungeon cards with any adventurer.
 
Once per Ready up Phase.
 
|}
 
 
 
=== '''Classes:''' ===
 
=== '''Classes:''' ===
 
{| class="article-table"
 
{| class="article-table"
Line 88: Line 73:
 
|-
 
|-
 
|<nowiki>-1 to Combat Rolls.</nowiki>
 
|<nowiki>-1 to Combat Rolls.</nowiki>
 
|}
  +
  +
== '''Personal Goals''' ==
  +
Personal Goals (Green) are a new deck added to the game. These cards are optional to be used in the game, but they add a new aspect to the game.
  +
  +
Each Player gains 1 Personal Goal. This goal is to be kept secret to the player. The player's goal is to be accomplished at some point in the game. A few exceptions due follow and are listed on the cards.
  +
  +
If a Goal is completed<sup>2</sup>, the rewards for the goal are given immediately. At the end of a dungeon, any remaining player goals that are completed are revealed, and their rewards are distributed. Players who completed their goals get new goals, going in the new BUCK Priority. Players who did not complete their goals may turn their goals in, whether they reveal it or not, and take a new goal for the next dungeon.
  +
  +
<sup>2</sup><sub>Please note some cards state: 'At the end of the dungeon'. This means the goal is not completed until dungeon completion.</sub>
  +
  +
The following are some examples of Personal Goal Cards:
 
{| class="article-table"
  +
!Proof of
  +
Teamwork
  +
!Betrayal
  +
!Treasure Seeker
 
|-
  +
|'''Type: '''Support
  +
|'''Type: '''Hinder
  +
|'''Type: '''Other
 
|-
  +
|'''Goal: '''No player is incapacitated at the end of the dungeon
  +
|'''Goal: '''Have a player become incapacitated after you hinder them.
  +
Reveal this card when that happens.
  +
|'''Goal: '''Have 3 or more Treasure cards at the end of the dungeon.
  +
You may reveal this card to swap dungeon cards with another player once.
 
|-
  +
|'''Reward: '''All Players draw 1 treasure and gain 1 medal.
  +
|'''Reward: '''Take 1 medal and 1 item from the incapacitated player.
  +
If they had Buck, Take BUCK as well.
  +
|'''Reward: '''1 Medal, +1 on all Treasure rolls.
  +
|}
  +
  +
== '''Dungeons / Areas / Quest''' ==
  +
Of course, every adventurer expansion needs new exploration areas!
  +
  +
There are different locations for every difficulty, with different fights and styles. Many of these are more for fun or to give a difficulty to the players as we traverse. As usual, BUCK picks location, from whether new or original, and the party will go.
  +
  +
=== '''Nightmare Difficulty''' ===
  +
Every party reaches a point of completing the dungeons, but these new treasures just need to get some good blood on them. Well, Fear not! For those of you willing to travel to the lands beyond, Enter the Nightmare Realms and fight.
  +
  +
Only giving Area, and Not bosses just to give idea of Area's.
  +
{| class="article-table"
  +
!Celestial Mascarpony
  +
Castle
  +
!Oozing Fields
 
|-
  +
|'''Difficulty: '''Beginner
  +
|'''Difficulty: '''Intermediate
  +
|-
  +
|'''Level Modifier: '''-1
  +
'''Distance: '''7
  +
  +
'''Gold Modifier: '''-5 G
  +
|'''Level Modifier:''' 0
  +
  +
'''Distance: '''7
  +
  +
'''Gold Modifier: '''5 G
  +
|-
  +
|'''Special Rule: '''Curds of Prey
  +
|'''Special Rule: '''Slimes? Slimes!
  +
|-
  +
|Monsters gain +1 to combat rolls
  +
|Each Combat phase, Each adventurer also fights a 1hp, 3+ Escape, -5 Gold, Level 3 Slime.
  +
This fight is in same round of combat as the normal Dungeon Deck.
  +
  +
<nowiki>*</nowiki>'''Note:''' -5 Gold is to counter the Gold Modifier.
  +
|}
  +
{| class="article-table"
  +
!Monster Menagerie
  +
!Chaos Realm
  +
|-
  +
|'''Difficulty: '''Advanced
  +
|'''Difficulty: ''Nightmare'''''
  +
|-
  +
|'''Level Modifier: '''0
  +
'''Distance: '''12
  +
  +
'''Gold Modifier: '''5 G
  +
|'''Level Modifier: '''2
  +
'''Distance: '''16
  +
  +
'''Gold Modifier: '''10 G
  +
|-
  +
|'''Special Rule: '''Outbreak
  +
|'''Special Rule: '''Fun?
  +
|-
  +
|After an adventurer encounters a non-monster dungeon card,
  +
they must draw another dungeon card.
  +
  +
This effect lasts til they fight a monster of their own.
  +
|ALL Monsters have +1 HP
  +
|}
  +
  +
== Dungeon (Events, Boons and Curses) ==
  +
Many Events and Curses exist in the base game. Though, As a group, not much was.. Group effecting. We fixed that. Heavily. We also felt like Magic was a bit powerful in the game, so we fixed that too. Sorry Magic Lovers <3
  +
  +
=== Group Curses ===
  +
Group Curses are curses applied to the Dungeon itself. These affect ALL players for the rest of the dungeon unless the card says otherwise. These can NOT be removed by normal means of Holy Water nor Dispel, as that would be too easy.
  +
{| class="article-table"
  +
!Possessed
  +
Cornucopia
  +
!Siren Song
  +
!Demonic
  +
Intervention
  +
|-
  +
|'''Type: '''Boon
  +
|'''Type: '''Event, Trap
  +
|'''Type: '''Group Curse
  +
|-
  +
|'''Special Effect: '''Overflowing Bounty?
 
|'''Special Effect: '''Mixed Emotions
 
|'''Special Effect: '''Outworlder Power
  +
|-
  +
|Make a Charisma Roll (5+).
  +
If passed, Following Each Explore Phase, Draw a Treasure Card.
  +
  +
You may Purchase the item. If you do, discard the Cornucopia.
  +
  +
If you don't, Pass the Boon to the player on your right, and discard the drawn treasure card.
  +
  +
This Effect last until a card is purchased.
  +
|You and the BUCK holder enter combat. If you are the BUCK, choose a player.
  +
Combat is treated as a normal monster fight, and players may choose to hinder/support as they feel is right.
  +
|Until the next explore phase, All monsters attack with the red dice, following 'Dungeon Boss Attack' Chart.
  +
'''Unique Skill: '''Draw a dungeon Card and resolve it immediately.
  +
  +
<nowiki>*</nowiki>Note: This card is discarded when finished, unlike other Group curses.
 
|}
 
|}

Revision as of 22:05, 8 April 2019

Warning: The Following is apart of a Fan-Made Expansion by the Idaho Bronies. This Expansion makes the game much more Competitive, along with nearly doubling the content within BUCK: Legacy.

This Expansion has a rough total of 154 Cards, with more being added occasionally throughout time. The Base game with ALL expansions is roughly 263 Cards to give rough idea. These counts are NOT including Spell List, Character Sheets, Info Cards, and other cards not in the base decks.

For sake of Room and not typing out 154 different cards, Only a few cards will listed for each Section to give the idea of the expansion.

Added Rules

To ensure that everything stays competitive when needed, Couple rules were added to the game. They are optional, but tend to make the game more interesting.

Hindering

Hindering takes place at the same time as Declaring Support. Whenever the player is able to declare support to a fellow adventurer, the player may instead declare a hinder, giving their supportive strength to the enemy/creature fighting.

Randomizer

Players have the option of going 'Random' when choosing their character. This ruling still follows BUCK Priority, however, the player doing Random needs to do random for all three cards if they go about this route. Few exceptions to this rule however. If the player Gets a Race and Class that do not match1

1Example: Gryphon: Cleric, They may redraw a new random Class, but must take the new class, even if its another magic based class.

Character Creation Cards

With every good expansion, new races, classes, and starter weapons were needed for more options to the players. To ensure that everything worked out alright in the end, some cards are just in for the fun, and may be excluded from the game from time to time, depending on how the players all feel. Rules such as exclusions are decided before game start.

Races:

Diamond Dog Dragon Buffalo / Bison
Combat Strength: 3 Combat Strength: 4 Combat Strength: 4
'Magic Rank: 0' Magic Rank: 0 Magic Rank: -1
'Special Effect: 'Gem Collector Special Effect: Wings of Fire Special Effect: Herd Mentality
During the Ready up Phase, you may swap dungeon cards with any adventurer.

Once per Ready up Phase.

Flight. May cast Ember at no cost nor rank. May Declare Support/Hinder despite fighting a monster. Does not Apply during Boss Fight.

Classes:

Musketeer Jester Monk
Special Effect: Dual Wielder Special Effect: Tricks and Bits Special Effect: Equinox
May Equip two seperate weapons at the same time.

Reduce amount of Equippable Bulky Items by 1

Note: Both Weapons apply to Supporting/Hindering

Roll a die at the start of each dungeon.

Starting with BUCK, gain the rolled player's class effect for that dungeon.

Up to twice per adventure/dungeon,

you may make ALL dice values same as one of the dice for that roll.

Modifiers apply afterwards.

Starter Weapons:

Stolen Fence
+1 Combat Strength
Special Effect: Broken Nails
-1 to Combat Rolls.

Personal Goals

Personal Goals (Green) are a new deck added to the game. These cards are optional to be used in the game, but they add a new aspect to the game.

Each Player gains 1 Personal Goal. This goal is to be kept secret to the player. The player's goal is to be accomplished at some point in the game. A few exceptions due follow and are listed on the cards.

If a Goal is completed2, the rewards for the goal are given immediately. At the end of a dungeon, any remaining player goals that are completed are revealed, and their rewards are distributed. Players who completed their goals get new goals, going in the new BUCK Priority. Players who did not complete their goals may turn their goals in, whether they reveal it or not, and take a new goal for the next dungeon.

2Please note some cards state: 'At the end of the dungeon'. This means the goal is not completed until dungeon completion.

The following are some examples of Personal Goal Cards:

Proof of

Teamwork

Betrayal Treasure Seeker
Type: Support Type: Hinder Type: Other
Goal: No player is incapacitated at the end of the dungeon Goal: Have a player become incapacitated after you hinder them.

Reveal this card when that happens.

Goal: Have 3 or more Treasure cards at the end of the dungeon.

You may reveal this card to swap dungeon cards with another player once.

Reward: All Players draw 1 treasure and gain 1 medal. Reward: Take 1 medal and 1 item from the incapacitated player.

If they had Buck, Take BUCK as well.

Reward: 1 Medal, +1 on all Treasure rolls.

Dungeons / Areas / Quest

Of course, every adventurer expansion needs new exploration areas!

There are different locations for every difficulty, with different fights and styles. Many of these are more for fun or to give a difficulty to the players as we traverse. As usual, BUCK picks location, from whether new or original, and the party will go.

Nightmare Difficulty

Every party reaches a point of completing the dungeons, but these new treasures just need to get some good blood on them. Well, Fear not! For those of you willing to travel to the lands beyond, Enter the Nightmare Realms and fight.

Only giving Area, and Not bosses just to give idea of Area's.

Celestial Mascarpony

Castle

Oozing Fields
Difficulty: Beginner Difficulty: Intermediate
Level Modifier: -1

Distance: 7

Gold Modifier: -5 G

Level Modifier: 0

Distance: 7

Gold Modifier: 5 G

Special Rule: Curds of Prey Special Rule: Slimes? Slimes!
Monsters gain +1 to combat rolls Each Combat phase, Each adventurer also fights a 1hp, 3+ Escape, -5 Gold, Level 3 Slime.

This fight is in same round of combat as the normal Dungeon Deck.

*Note: -5 Gold is to counter the Gold Modifier.

Monster Menagerie Chaos Realm
Difficulty: Advanced Difficulty: Nightmare
Level Modifier: 0

Distance: 12

Gold Modifier: 5 G

Level Modifier: 2

Distance: 16

Gold Modifier: 10 G

Special Rule: Outbreak Special Rule: Fun?
After an adventurer encounters a non-monster dungeon card,

they must draw another dungeon card.

This effect lasts til they fight a monster of their own.

ALL Monsters have +1 HP

Dungeon (Events, Boons and Curses)

Many Events and Curses exist in the base game. Though, As a group, not much was.. Group effecting. We fixed that. Heavily. We also felt like Magic was a bit powerful in the game, so we fixed that too. Sorry Magic Lovers <3

Group Curses

Group Curses are curses applied to the Dungeon itself. These affect ALL players for the rest of the dungeon unless the card says otherwise. These can NOT be removed by normal means of Holy Water nor Dispel, as that would be too easy.

Possessed

Cornucopia

Siren Song Demonic

Intervention

Type: Boon Type: Event, Trap Type: Group Curse
Special Effect: Overflowing Bounty? Special Effect: Mixed Emotions Special Effect: Outworlder Power
Make a Charisma Roll (5+).

If passed, Following Each Explore Phase, Draw a Treasure Card.

You may Purchase the item. If you do, discard the Cornucopia.

If you don't, Pass the Boon to the player on your right, and discard the drawn treasure card.

This Effect last until a card is purchased.

You and the BUCK holder enter combat. If you are the BUCK, choose a player.

Combat is treated as a normal monster fight, and players may choose to hinder/support as they feel is right.

Until the next explore phase, All monsters attack with the red dice, following 'Dungeon Boss Attack' Chart.

Unique Skill: Draw a dungeon Card and resolve it immediately.

*Note: This card is discarded when finished, unlike other Group curses.