Orden…Reborn. D&D 4.0 Pt.2 Sidestory 1

Before I took hiatus from GM’ing D&D we had a natural stopping point to our campaign. During that time I wanted to try a few other games before returning. I also wanted to take that time and gather my notes thoughts and give each player – specific lead-ins to the next chapter, which I called part 2. Since the chances of this happening are about zero now, I figured I would release the few I had written…


This would be Rob’s part…

D&D 4.0 Part 2

Where the mountain meets the river, the air itself grows calm. The night air itself still with a mysterious magical force. A mote of energy appears in the air above the stream. Blue at first in color, then golden it pulses with this unidentified energy. It travels from the stream, through the grass and towards the mountain range.

The mote of energy, no longer alone gathers along a rock in the mountains. Several motes of energy fly towards this rock, revealing a hidden passage. Deep inside the passage is a pathway that at first is a tight fit, but opens to a larger chamber. Inside the chamber, there are several large statues of men and women, each with perfect physical features. Their eyes once dull begin to slowly pulse with power. The statues align in a perfect circle and each statue holds the adjacent statue’s hand. Below their forms a raised pedestal lies. The pedestal itself shaped like a large obelisk with a pure crystalline sphere in the middle lies in wait.

The motes gather along the statue’s eyes, flowing up the statue’s carved surfaces. Each statue, now covered in these spheres of energy, begin to shine brightly. The motes gather into the eyes of the statues at a quickened pace. The energy inside of the room becomes super charged, with electricity now forming in the space between all of the statues. The motes, now all gathered into each of the eyes of the statues, begin to harden into a strange substance. The substance pulses then flows out from the eyes.

The substance now travels in midair ignoring the properties of physics and defying reality itself. The substance now gathers into the middle of the air near the ceiling of the chamber. It drops slowly and covers the crystal. The crystal begins to hum with energy as it begins to slowly shrink down in size. Its previous form, now mutating and begins to form the features of a man. Eventually a man is formed from the crystal. His features are of brilliant purple skin with light, glowing patterns.

With a small amount of energy left, the statues then gather ambient magical force. The energy collects along the statues hands and from each hand, the energy shoots forth into the man. The man throws his head back and gasps for its first breath of air.

The statues begin to gleam brightly. A voice sounds from all directions within the chamber. “Welcome back, son of the life spring. You are Deva and you are eternal. Let your next life bring forth the change necessary to stem these dark times.”

The man falls quiet, and curdles into the fetal position on the pedestal and rests.

After some time a woman dressed in ceremonial robes enters the chamber. She is adorned with a purple robe that glows orange with mystic energy. Holding some cloths and a mystic staff, she walks to the form lying in the center of the platform. “Awake my son. This place may be our birth chamber but it is not fit to live in. There is much to discuss in our city. A place for you is surely there.”

The form lethargically begins to stir. Awaken and somewhat rested he stands to greet the woman.  The woman gasps upon seeing the form of the man. He appears like normal Deva yet something is off. His head, a few small bony protrusions extend out from his temples. Each protrusion is about an inch long and takes on a curved horn like appearance.

“By Bahamut’s grace! Tell me, what do you last remember?”

The man speaks: “I recall a lot of smoke and ash.  I recall the regal presence of the sun. I also recall a strong dwarven woman. I recall hearing her begin to sob while holding… she was holding me…”

The woman hands the man some robes. “Come, we will discuss what path you shall take in this life. I fear you a pariah for your birthed…Features. Still you must find your aptitude, our race is not one for laziness. Do you recall your name child?”

The man begins to concentrate. “I believe I am called… Orden.”

“Then follow me Orden, son of Sun! I, Maridia will show you your new destiny!” We shall travel to Ray city, the true home of the Deva in our land.”




Ray City

The city called Ray is a place that lies near a river bank, sheltered in a mountain range in the crown region. Ray city was formed long ago by a Deva called Nenthan. Nenthan sought out where he was born and felt compelled to protect it from danger. He formed the city as this site is one of the few places in all the land that consistently birthed Deva.  Many other Deva questioned him as they felt no need to have their own city. Other races accepted them and they felt their home was along them. Nenthan’s city would become a shining beacon of justice and peace.

This is the city to which Orden would call home. The chamber that Orden was reborn in is called the Shrine of Memories. The shrine was crafted by a mysterious person called the entity whom is responsible for all Deva in all realms. This particular shrine has a special tie to the astral sea and every six months a new crystal is born here. The crystal itself is priceless and its magical energy structure is rare. The gem itself cannot birth Deva but it acts as a key to a mysterious energy that the Nenthan wished to protect.

The Shrine has never been seen by people outside of the Deva and once born many Deva forget the shrine while relearning other things about themselves. The high counsels of the Deva are three people who know exactly where to find and more importantly activate the shrine’s doors.  It is a right as ancient as the shrine itself to appoint the wisest Deva to this sacred position and to guard the knowledge against anyone else.




Month 1

Upon ascertaining his strengths and weaknesses, Orden has become something of an anomaly. Having as much skill as he does as a newly reincarnated person has shocked everyone.  Maridia was very surprised and has shown some sort of personal pride in seeing Orden through his tests. One morning, Maridia appeared onto Orden’s chamber with news.

“Orden.” Maridia said. “The time has come to learn of your new path.”

“Wise Counsel Maridia, I am ready to receive my charge.” Said Orden.

Orden, lead by Maridia is taken to the court yard of Gleam Spark castle. The courtyard is large and well kept. A pond is in the center of the courtyard. In the middle of the pond is a circular land mass that has gazebo like structure in the middle. A stretch of land forms a bridge between the land mass and the edge of the courtyard. Maridia Leads Orden from the entrance of the courtyard to the land mass. Two other Deva fully adorned with white robes with golden trim are present.

“Consular Chozem, as you see I have brought Orden. It is time he knew our decision.”

“Very well Maridia. Orden, your tests are very peculiar and to be honest surprising. For one to have as much skill as you being newly reborn to us is staggering.”

Clearing his throat, the next man speaks: “Orden. Your martial skill is excellent. You have even shown quite promise in leading us spiritually. Perhaps your path… lies in both.”

Maridia then speaks “Orden. Chozem and Phandarum and I have come to a conclusion. You are to join the knights of glory! From this rank you will travel out and into the world and search for a man named Scroud. You will bring Scroud to justice for crimes against the realms. This is your charge.”

“I… do not know what to say. This is quite an honor!” says Orden.

“You will take a few months to train with the knights and learn from their ways. After this time, we will send for you and give you your first assignment.” Said Phandarum.

Orden has become accepted within the knights of glory. This order is one of the most prestigious amongst the Deva. They are a band of devout warriors known to practice techniques that are both powerful and mysterious.


–Rob’s character was lost at the end of the previous part. To compensate plus reward him for excellent role playing i had him select his own equipment as well as add a special boon.

You receive the boon Pelor’s Sun Blessing level 13. You may also reset Orden’s magical items. You receive items as if you were starting a new level 11 character.


D&D showcase 4

Teflon Reed- The boy wonder of wizardry


One thing I enjoy about building characters that would be echoed throughout other games and systems is 1 of two things- 1 I want to either challenge myself in a different role or 2 I wish to take something familiar and twist it to make it my own. Reed I think falls into the second camp. D&D 4.0 was the first d&d I was aware of that didn’t penalize you for playing a race non traditionally. In the past, the older games gave you stat bonus and penalties making it tough. Other older editions still completely restricted  some paths completely either by Level caps or by outlawing it.

Reed was my attempt at making a character without such restrictions in D&D. Here I thought of how interesting it would be to have someone as unassuming as a young halfling boy with a tremendous talent for the arcane.  Halflings are always about big things in small packages so this was my version of that.



In D&D 4.0, halflings tended to be taller and leaner than other editions.  Reed is somewhat tall for his age, being only 15 when the campaign started.  Reed has brown eyes and brown hair. He is smart and wise beyond his years- being a boy genius. This actually lead to some home life trouble and because of this, he had a penchant of lying about his age. Reed does not like to be touched and in the past used mage hand to slap people away that touch him.

When the game began, he was a trickster, causing all kinds of mischief. He would often give people he didn’t like a hard time or pull small pranks. In the later game, he tended to still speak his mind, but became more matured through hardships.  Though he still sometimes lies about his age.



Reed was born in the shadowy city of Amn in the Forgotten Realms setting. Here, he was born to many brothers and sisters. His parents owned a shop where they expected the young to work and if they have the talent- enlist in the armed forces. Reed was never able to match the physical talent of his brothers like Lydan. He did however manifest the talent of magic. Something so natural yet so raw and primal. Such a force fascinated him. He practiced all he could away from the prying eyes of his parents. Eventually, he ran away and was taken in by a wizard family. This family enrolled him into the wizarding school they worked in. Here, Reed learned many many things, and excelled so much so that even some High elves needed his tutelage. Eventually he left because he felt he could learn more on the road… well that and his problem with personal space caused him to mage hand slap a girl who touched his forehead. Reed needed to lay low for awhile so he traveled far way, earning his keep with wagoners by lighting the roads or cooking until he reached the city of Loudwater…where our story began.

Reed would go on to face many many threats. Along with his comrades- Lia the Elvan ranger, D.Omega the Water Genazi Paladin and Loyal the Bugbear Ranger, they would face the lady of shadows, sniper gnomes, trials of Moradin the Dwarven God, neurotic gnome inventors, all the way to extra dimensional arms dealing empires. While the threats were always large, the four, whom would become known as the four arms, would always rise to the challenge.



Wizards in D&D are versatile and Reed is no exception to this rule. Outside of combat, Reed would master spells that allowed him to fall great distances, transform his appearance into that of others, protect him and his allies with a magic circle of power…all the way to travel of great distances – if those places are linked via magic circle.


On the field of battle, Reed is more of a team player. By himself, he had few ways to protect himself. Usually relying on short bursts of magic to get away from danger such as a spell that made him fleet of foot. Or later he would use dimension door to transport himself far away from threats. Reed was talented in conjuration – using a few powerful spells such as mordenkainen’s sword or summoning an invisible canine by his side. He would eventually develop a knack of opening dimensional energy, making it possible for him to move his friends and foes around, giving his friends advantageous positioning. He would also combine spells into fearsome combinations, such as summoning a cloud of poison, then making he and his allies near immune to poison, making his foes suffer.

His signature spell however is a spell that causes tiny shards of force to fly forward and embed themselves in his targets. They would also remain in the air, so that if the enemy is still in the area they get a smaller minor sting. This ability even saved his life once, when he was the last of the four arms involved in a fight against an undead dragon. His allies had all fallen, but dealing the beast grave wounds. It was just down to Reed vs this beast… and Reed was just a tick faster. Using the last of his arcane power, he showered the beast with all the power he had left…and the beast fell!




Reed is one of my most favorite characters that I have ever made. I placed a lot of myself into this character in one way or another. Before the games were put on indefinite hiatus, he had traveled to the magical world of Eberron, where the advanced technology made him want to stay in this plane of existence. Even though he was placed here by accident, he found a way to briefly counteract a magical sickness that was accidentally given to him during a previous encounter. Perhaps this new place in all its wonder would prove to be a land of salvation for him. Or would he be forced to go home and work for his parents?

Pyramid game 2- Mars Cars

Mars Cars!

On Mars, it is said that an under ground junk racing circuit had began to get popular for a while. Martians would take junk and build a vehicle and race them, gaining prestige among their peers. Though sometimes it may not be the one that reaches first place that wins the prestige…

Mars Cars is a classic roll and move game designed using the components of the Pyramid Arcade set-  where you pit your tree against your opponent’s trees. Getting to the goal first is important but so is keeping all of your tree. Will you score the most points at the end?

*Special thanks to the Starship Captains facebook group – Lelia for the new name, Jason for additional ideas and bug fixes 🙂


Items needed-

One trio per player. Each trio must be a different color

2 six sided dice

Color Die

Zark City deck

Set up- Pick one of the ace’s to form the goal. Then create the rest board by drawing cards from the Zark city deck. After you draw enough cards (you determine what your track will look like) re-position the cards so that two colors are not next to each other and move some lower numbers near the starting space so it will be easier to get into the game.

Finally place your pieces next to the starting space.

My test board was set up as follows:


With the finish line being:


Each card has a color and a number. Jack, Queen and King cards count as 11, ace as 12.

During your turn, you roll the dice.

You may move to the next space on the board if:

  • one of your dice has a number that is equal to or higher than the next space
  • if two dice added together have a higher number than the next space or
  • if you have the same color as your color die result.

You may use any combination of the dice to move up to 3 spaces on your turn. If you cannot move at all during your turn, you can either pass or take a “Split” action- leaving one of your pieces behind to move one space forward. You have to leave the lowest pip pyramid behind if you choose to move this way. If you only have one pyramid left, you cannot take the split action.

Moving examples

Example one:

In the beginning of the game, Red goes first. Red’s player has rolled a green, a two and a one. Red can only move one space this turn, as the two and one cannot combine to make a equal to or higher number than a 4. Green is used to move the player one space.


Example two:

If red had rolled a two, a six and a purple, Red would be able to utilize each of the dice in order to move three spaces.


Split examples

Lets say the game has gone on some, and you have the following situation.


As Red, you have rolled a six and a one and a blue however your next space is a green nine. Unfortunately you will be unable to continue in the normal fashion. You will have to either take a split action or pass this turn.

You decide to take a split action, moving your pieces forward and leaving behind your small piece.



*replacement image coming soon.


Goal: Your goal is to score the highest at the finish line. Although arriving at the finish line first gets you some prestige, it is not the only way to win…

First place nets 2 points, second place nets 1 point, third and beyond get no additional points. For each pip your racer has at the end of the game, you also score an additional point. Ties go to the player that takes first place if a tie were to occur..

End game example

Lets say at the end of the game, Red has made it to the goal with only their large. Green has arrived with a large and a mid.


*replacement image coming soon.


Red would score a total of 5 points. (large is worth 3 points with two additional points for first place).

Green would score a total of 6 points.  (large is worth 3 points, medium is two points and second place is 1 point).


Green wins.

Optional rules

Advanced scoring- the player that arrives first scores one point for every turn it takes your opponent to finish.

Mars car customization- These rules allow you to gain a benefit depending on how your mars car is constructed.  Either way, if you chose this rule, you will only be able to play using pyramids that match colors represented by the color die. (red, blue, green, yellow, purple)

You can do this one of two ways:

  • Basic-If you chose this rule, you are allowed to skip one space per turn that matches your mars car.
  • Advanced-Your group can take this one step further by allowing complete customization. This will allow you to use multi colored mars cars. Each player must use a different colored small piece to keep track of themselves.  If you chose this rule, you are allowed to skip one space per turn that matches one of the colors of your Mars Car. This rule makes the split action a tough choice. Sometimes it may be better to lose a piece if you are stuck on a tough space but you also lose the benefit of one of your colors each turn.


Advanced rules- coming soon.

















Looney Pyramids- custom game- Battle of the Elementals

With my copy of pyramid arcade coming in the near future, I thought it would be fun trying my hand at designing my own game using the awesome pyramids.  My biggest hope is that it is something that isn’t a copy of something else and that it is fun enough to play often. My main inspirations for this game are games like final fantasy tactics and especially dungeon dice monsters. I also referenced some of my RPG lore in regards to the ‘brilliant world’.



Battle of the Elementals

Requirements- 2 trios of one color per player.  One different color small per player that is a different color than the other colors chosen- representing their master. The zark city deck. (so you will have two colors each- one for our pyramids, one for your master)

The goal of the game is to cap the other player’s master. Masters cannot cap other masters. Only the other pieces may do so. Masters are also immune from attacks.

This is a battle game where the other pieces do battle with each other using the very elements they draw from the brilliant world – a separate plane of elemental energy. The elementals draw this power from the very land they stand on gaining sometimes great sometimes lesser powers from the land.  Cards from the zark city deck will form battle ground in which the players will do battle. Each card is referred to as a space. Each card’s numbers, and color matter in reference to battle.


At the beginning of the game, you draw 5 cards from the Zark city deck. This will be your hand. You then place 4 cards in a square formation between you and your opponent to form the center of the board. Last, take turns drawing a card for each piece you own. Place one piece atop each card drawn. You should be ready to now begin.


Set up example:



Game play

Each player takes turns activating one piece, performing each action that the piece can take one time in any order before passing to the next player. You may not be able to perform some actions with some pieces. In addition, you may not be able to perform an action sometimes. That’s ok.

During your turn, you perform many of the actions as described. At the end of your turn, you draw your hand back to 5 cards.

Actions-Cast, Move, Attack (battle), Cap, Rejuvenate, Expunge.

Cast- you may play a card from your hand. You must play the card next to any of your pieces currently in play. You may only play a card one time during your turn.

Moving- each piece may move a number of spaces (cards) depending on its size.

Smalls- 3

Mids – 2

Large 1

Attacking- Pieces attack by targeting enemy pieces however each piece is limited in range depending on its size. You may target an enemy piece a number of spaces away equal to its pips. If a piece is within range, battle begins. See battle below for more rules on battle. Note that you cannot target a piece if there is an empty space on the board..

Smalls- 1

Mids- 2

Large – 3

Capping-Any piece may perform this action when adjacent to another piece. Your piece captures the piece it is next to. The piece that captures the other piece becomes the size of the piece that it has captured. The advantage of doing this is- if you attack an enemy piece it is returned to the other player’s play area off play and it may be returned by rejuvenation action. If you cap a piece, they are still technically on the board so they cannot be selected by the rejuvenation action.  The only draw back is that a piece can only cap one other piece.

Rejuvenate- You may find that you are running low on pieces. If you are, you may turn your master so it is on its side. If you do this, you may bring back a piece that belongs to you to the starting side of the board.

Expunge- Masters may ‘expunge’ or clear evil spirits possessing one of your pieces. You can do this action if you are two spaces or less away from the captured piece. The capturing piece is removed from the board.


Cards have number and suits. Jack is worth 10, queen is 11, king is 12, ace is 13. If a card is on its back, it counts as 1 for the purposes of battle and has no color. The numbers are used to determine the outcome of a battle.

When you do battle, you compare the number of the card your piece is currently on vs the number your opponent’s card is on. If your number is higher, you defeat the enemy piece, removing it from the board. If your number is lower, you are defeated instead. If you have the same value, both pieces are removed.  But the numbers can change depending on what color you and your opponent are currently standing on.

Each card has one of the following colors. Below, each color will show what element it belongs too.

Yellow- lightning

Dark Blue- water

Green- earth

Light blue- air

Red- fire

Lightning is good against earth

Earth is good against water

Water is good against fire

Fire is good against wind

Wind is good against lightning

Clear is not good against any element therefore all are good against it.

If your card is good against your enemy’s card, you double the value your card is on when calculating battle.

If you have a card that is weaker than your opponents and you are still able to defeat them even with their advantage against you, you earn a boon. You may flip one card back to its original orientation as well as flip your master so that it is facing face up.

Misc notes

Pieces may not occupy the same space as another piece unless they have performed the cap action.

As an advanced rule, you can only cap a piece you have an elemental advantage over. Try the game without this rule first.

Using these instructions, you should be able to eventually capture your opponent’s master or your opponent will capture your master.. I will be expanding on these rules eventually but for now, I hope you have a good time.

Anima beyond fantasy character: Garnet the dark librarian

Garnet Sinclaire is a young writer from the beautiful city of Gabriel.  Physically, she is rather short, with long black hair. She has cool blue eyes that are framed with squared glasses. She dresses in a rather conservative style especially compared to her peers.

As a writer, she specializes in writing dark fiction novels and but has just began her career. She is a well learned scholar and has a talent in the arcane arts of magic (something she keeps well hidden to herself). In fact, using both her literary and arcane talents, she has begun developing magic that utilizes the very words she writes.


Character notes-

As I mentioned before, when I create characters I like to look over the books and then find an option I would like to see in play. Then make my character concept around that. This time, the sub paths of magic sounded interesting and I found writing magic to be compelling.



I used point buy for stats.

I gave her average strength, constitution. A little above average Dex, perception and agility. Her Power I made quite high at 8. I gave her maximum intelligence and near max willpower.


Creation points

The Gift- she is a wizard so this is a must.

Aptitude in a subject- art – she is a gifted, up and coming writer.

Natural knowledge of a path- Darkness- magic is a reflection of the self and the soul. Garnet is an introvert and a pessimistic person by nature and her gift reflects this.

Magical Diction- she is a …wizard when it comes to spell books.

Elemental compatibility- darkness. She is a natural at darkness spells as and this reinforces it.


Severe pollen allergy- she just cannot do well at all around wild flowers and pollen.

Near sighted- she doesn’t have the best eye sight so has prescription glasses.

Slow reflexes- As a bookish sort, she tends to analyze a situation. Sometimes she thinks a bit too long before acting.


Secondary abilities-these are the abilities she is trained in

Art Literature- this is her primary skill as it is what she does by trade.

Occult -another big one for her since she writes about it a lot.




M. Appraisal








I didn’t spend much here but I thought she should be able to fight with a knife so I chose that as her free weapon.



Magic projection – of course.

Zeon – I made sure to give her a decent amount but I didn’t go crazy.

MA – I gave her some good regeneration. Combined with her compatibility with darkness, she should be able to gather and regain pretty well.


Notes- originally I wanted to focus on water magic but I noticed a lot of overlap between water and literature as far as defensive options are concerned.  I liked what was reading about the darkness sphere and it was one of the few left that I could take after taking literature so I went with it.  I like the way she turned out as she is probably more the type to run from a conflict rather than fight, however I think she could hold her own if the need arised.

Anima beyond fantasy character: Graham of the black eyes

I had challenged the reddit group forAnima beyond fantasy to create characters. I created one as well and will be posting that character as well as any new ideas I get in both places.

Here is my first character ( as seen here)

I decided to try my hand at someone with good visual skills. Normally when I make characters, I save the most important part of creation for last- fleshing out the actual person. For me, I like to look at the various options a setting provides then build my story around them. Because of this, I don’t have all of my details yet… but I did complete the character creation part of this.

For this process, I looked at Dominous and found the bloodline rules interesting. I decided to select the Eyes of Death Bloodline. So I have a character that was ‘Blessed’ with the ability to perceive the very mortal coil and can see how his actions affect it. I see Graham to be the sort of person that is struggling with the decision to fight because he knows far more than most just how precious the gift of life can be, yet he cant be a pacifist because many others could suffer if here were not to take action.

For stats I used the point buy method. I ended up with average Con, Wil and Power. His strength is a little above average at a 6. His intellect is at 7, so he is quite bright. He is quite gifted at both dex and Agi and his perception is almost unmatched at a 10.

For the Class I chose Ranger.

Now for creation points/advantages-

Eyes of death bloodline as mentioned before.

To keep with the theme of being a very observant person, I also took acute senses for my last free creation point.

Quick reflexes 1- Graham is actually quite swift.

Martial mastery 2- Graham’s is a natural at manipulating his KI in order to extend his abilities.


Bad luck. In general, Graham is just unlucky. One could say this steamed from his birth since he was born with the sight of death.

Insufferable- Graham can be a bit of a pessimist since he is constantly able to see the forces that connect life to the mortal coil. Many find his observations to be extremely uncomfortable and due to this I granted this advantage.

Phobia Undead- What makes the undead more of an abomination to someone like Graham is its blatant affront to the natural order and its manipulation of life’s precious forces.

Secondary abilities- As you can see, many of these focus on himself or the natural world. He is not the best people person and the disadvantage reinforces this. Graham is skilled in the following:






Herbal Lore


Trap lore.

Ki- I plan on extending this to Presence and Aura extension later. For now, Graham has learned the following abilities:

Use of Ki

Ki control

Ki Detection


Modules- I don’t recall if these come from the primary or secondary development points. These three end up costing a fortune however I think a good archer should have them. I may drop Hunt and take different class in order to take Bow plus short sword as that’s what I am really most interested in the Hunt module for a good point savings. He has the following Modules:

Hunt Module

Multi target

Additional attack

Thoughts on the past- Of course this revelation – to fight for others didn’t come over night. As a boy, Graham found himself orphaned at an early age. It was a place where the staff did as much as they possibly could with what little funding they had. Graham was one of three children there that were born with special gifts. Over time, the other two children vanished. One ran away and another was picked up by a member of the Church. Graham feared what would happen if they came from him and so he also ran away. He ran as far and as fast as he could into the night. He travelled this way, day and night until he eventually collapsed in a forest. It was here that he met Bannon, an old hunter whom took him in and taught him his ways. Bannon never judged him and took good care of Graham. Graham lived there for about 10 years, and would have stayed longer, however Graham’s talents once again started causing him problems. Bannon was already an older man when he took him in and each day, Graham began seeing the one man in his life’s life force drain bit by bit. Its one thing when you visit your parents after a long time and notice them aging. Its another when you can actually see their link to the mortal coil weaken daily. So Graham left, not wanting to see the day in which his cared one’s life link dissipate entirely. He also decided that he would find a way to use his talents to help those in need and if there are anyone else that were born with such a curse.

Resident Evil: Deck building game Raid Mode

I have been thinking about creating a new mode for the resident evil  deck building game that is focused on coop. The idea is that your team is the last line of defense between an infected zone and civilization. Your operatives have one task, to kill every monster that fights its way through the bottle neck and into the raid zone. If you cant stop the boss now, he will destroy the immediate area.


Raid mode is a fully co-operative rules mod for resident evil the deck building game. This mode requires some set up before play. First, you will select a mansion. Select the boss of that mansion and set it aside for now. You will then remove 5 cards for each player. This will form the raid mansion. Put the rest of those cards away. Then you will then take a pile of other cards (tokens, traps, events) and shuffle them together. Then you will add 1-2 per player into the raid deck. Finally, shuffle them all together, then place the boss at the bottom of the deck.


You will then have players select characters, each receive items as per the mercenaries game mode. Assemble basic resources and normal resources.



Determine who goes first randomly. Then gameplay begins with the purchase phase, followed by the raid phase. During the purchase phase, each player takes one turn of purchasing resources. Then the first raid occurs. For each player, turn over the top card of the raid deck. This forms the raid zone. Each monster in the raid zone may be targeted individually or as a group per normal monster fighting rules. The game then proceeds as normal. If players fight and defeat monsters, they get to keep the monster and use its decorations. If any monsters  are left by the time the first player’s next turn comes around, each monster that is still alive attacks all players for their cumulative damage values at once!

Once this occurs, the monsters remain in the raid zone. Players then move back to the purchase phase, where they may purchase more resources again. Players can opt as a group to skip the purchase phase.

The game continues alternating between purchase and raid phases until the boss is revealed. The boss’s reveal marks the last turn of the game. If the players defeat the boss during this round, then the players are victorious. If they cannot, then the boss escapes the vicinity and lives to terrorize the countryside (and counting as a loss).

Whatever happens, each player counts their decorations and whomever has the most is the MVP of the game.




Misc notes

This mode is co-op, meaning that players are working together. Each turn, a player can be helped by one other player in the game. They can receive one item or weapon or ammo card from that player. Just remember to give that card back to the player where they will put it into their used pile.


Other cards- other cards like items have been mixed into the raid deck. If its an item or event, the player with the least amount of decorations at the time of the item’s reveal gets the item or is affected by the event. If it’s a trap, it affects all monsters in the zone equally as it was a trap that was set up by the players pre-emptively.


For added difficulty-

The trap affects all players instead of all monsters.

If one player dies, then the mission ends in failure.