Super Dungeon Explore:Forgotten King Kickstarter – Rules Preview – Potions
Time for another rules preview! This time we delve into one of the most potent abilities a Hero has:
Potions
As discussed in the preview on Hero cards, the maximum number of potions a model can carry is indicated by the Potion Quantity number on their card. When a model gains a potion through a dice roll or other effect, place a potion token on its card.
There are three types of potion: Support (Blue), Offensive (Red), and Emergency (Green). Each type of potion is represented by a colored potion icon and a number. The number is how many potion tokens the model must spend to drink the potion.
To drink a potion remove the required number of potion tokens, then resolve the effects of the potion.
A model may drink a single support or offensive potion any time during its activation.
A model may drink a single emergency potion at any time during the Consul’s turn.
A model may never drink a potion to interrupt a dice roll or affect a dice roll that has already been made.
Potions grant the model a single-use action of the specified type. Resolve the action exactly like a normal action that costs no action points.
Sharing Potions
A Hero is not restricted to drinking only the potions listed on their card. During their activation a Hero may choose to drink another Hero’s potion.
To drink another Hero’s potion remove the potion token(s) from the sharing Hero’s card. The activated Hero then resolves the effects of that potion.
A Hero may drink another Hero’s potion no matter where they are on the dungeon map.
Now let’s take a look at a couple potions and at how they are used in the game. The three potions above are (in order) Princess Emerald’s, Fae Alchemist’s, and Questing Knight’s.
Hunter’s Rations
The Consul turn has just completed and the Questing Knight had a rough go of it, suffering three wounds. It is now the Questing Knight’s activation and he’s looking to score some payback. Unfortunately, the closest monster is in a thick patch of Brambles, which are difficult terrain and cause poison.
The Questing Knight asks Princess Emerald if she will share her Hunter’s Rations potion, and she is happy to oblige. Princess Emerald removes the potion token from her card, signifying the Questing Knight drinking her potion. The Questing Knight immediately heals two of his three wound and gains the ability Surefoot, allowing him to ignore the brambles.
While the healing was immediate the Surefoot ability will stick around until the beginning of the Questing Knight’s next activation. Charge!
Waldmeister Syrup
The mighty King Sprout has planted himself in a doorway and the Fae Alchemist is looking to get past, so she removes a potion token to use her Waldmeister Syrup. Since it is an offensive potion she needs to make a successful attack against the King Sprout.
The potion has Range 6 so she can attack the King Sprout from six squares away.
When making the offense roll she may use either her STR or her WILL since both have an offensive icon. She chooses to use her more powerful WILL. The Fae Alchemist then makes the offense roll and the King Sprout makes a defense roll. The Alchemist rolls more stars than the King Sprout and wins the roll!
Since this was an offensive potion, The King Sprout takes a single wound and then suffersCompel 3 allowing the Fae Alchemist to move it three squares in any direction. Move outta that doorway!
Magic Armor
It is the Consul’s Turn and poor Princess Emerald has become the monsters’ favorite target. The Grobbit Executioner has just made his offense roll and rolled a ton of stars. She has no hope of making her defense roll without a little assistance. Luckily the Questing Knight is happy to help by letting her drink his potion. The Questing Knight removes the potion token from his card allowing Princess Emerald to drink the Magic Armor potion.
Princess Emerald makes her defense roll, adding +1 red dice to her ARM thanks to the potion. The extra boosts helps and she wins the roll against the Grobbit!
The Grobbit winds up for another swing but Princess Emerald just smiles. She knows she will continue to gain the benefit of the potion until the beginning of her next activation.
Model Walk Through
It is only fitting that today’s model walk through is the potion slinging Fae Alchemist.
Like all elves the Fae Alchemist has Speed 7 making her one step quicker than most Heroes.
She may use either her STR or her WILL for attacks but WILL is the clear winner with its 2 red dice. Not only are red dice numerically superior to blue dice but they have the ability to roll potions. Something the Alchemist clearly loves. Indeed she can carry an impressive 3 potion tokens!
Looking at her abilities she has two signature abilities Alchemy and Potion Master. Alchemy allows her to turn any hearts rolled into potions. This ability is not just for her, she can use it on any Hero’s roll! It’s safe to say a party with an Alchemist around is going to be well stocked in potions, even if it is at the expense of healing hearts. Potion Master allows her to use two potions during her activation instead of the standard one. A handy ability when you have so many!
Waldmeister Syrup is a solid offensive potion. Its Range 6 is noticeable not just for allowing an attack from 6 squares away, but for the fact that it is not tied to a specific offense attribute. This means you may use any attribute with a combat icon when using it, making it a useful potion for any character to drink. The Compel 3 is a handy board control ability to move monsters where you need them.
Secret Ingredient provides a powerful green dice to a Hero’s next dice roll. Since it is a blue support potion and can only be used during a Hero’s activation, the roll is most often going to be an offense roll. However, a cunning Hero can drink it at the end of their activation, trusting that their next dice roll will be a defense roll during the Consul’s turn. Handy if they suspect the monsters are gunning for them.
Experimental Concoction is the Fae Alchemist’s signature potion and is only drinkable by her. It allows her to draw two treasure cards, choose one and then shuffle the other back into the deck. The Alchemist then gains all of the abilities of the chosen treasure card until the beginning of her next activation, when the card is discarded.
This ability is useful in two ways. First, treasure cards are powerful. Gaining their abilities can really make the Alchemist incredibly potent for a short time. Second, it lets the Hero’s sift through the treasure deck. As long as the Alchemist isn’t being greedy she can take temporary benefit from treasure cards that are not as useful to the party, while thinning the deck making it more likely the party draws ones that are. Of course the downside is sometimes she’ll draw two “perfect” pieces of treasure for other Heroes, and one of them will get discarded. Ah the hazards of experimental Alchemy.
The Fae Alchemist is a powerful support character. Her Alchemy ability alone can make her a worthwhile addition to a party by keeping it well stocked in potions. Beyond that her Magic ability, while shorter ranged than other magic based Heroes, is nonetheless formidable. Experimental Concoction is both an excellent tool and occasionally makes her insanely powerful. While the two potions she may share are versatile enough to be used by any Hero.
PVP Arena Rules!
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*PvP Arena is an alternate game mode for your games of Super Dungeon Explore. These rules assume you have a copy of Super Dungeon Explore and are familiar with the rules.
https://www.kickstarter.com/projects/1257458293/super-dungeon-explore-forgotten-king/posts/795710