Oct 062016

This is part of a continuing series where I present my thoughts about a DDO-inspired card game for your input and dissection. Previous posts include:

Game description and rules:

Overview, card types and deployment, combat, class balancing


Bard, Favored Soul, Cleric, Arcane spellcasters, Rangers and Rogues, Melee classes

Everything else:

Monsters, races, feats, spells, statuses and afflictions


As a reminder of the purpose of Quest cards, here is an excerpt from the first DDOtCG post:

Quest Phase

  • The Party Leader draws the top Quest card
  • Starting with the Party Leader, everyone chooses which one of their un-Tapped heroes will attempt the quest, if any
  • Hero cards are lined up as they enter the quest as shown in figure 2 (do not move the whole hero stack into the Quest area, only the hero itself) (need to create this figure)
  • The Party Leader draws one Monster Card for each committed hero; the monster begins Focused on that hero (Monster Focus is explained later)

Players can run away, passing on a specific quest, leaving that quest Boss undefeated (where it will be later included as a monster in a Raid).



The Low Road Discard any Traps drawn and re-draw Ice Spider 2 1 2 2 2
Information is Key Iron Defender 3 0 3 3 3
Kobolds New Ringleader Ogre 4 4 4 4 4
Redfang the Unruled Discard any Puzzles drawn and re-draw Spider 3 0 3 3 3
Depths of Despair Troglodyte 3 3 2 2 3
Waterworks Victors draw 2 Loot cards and immediately discard 1 Kobold Shaman 0 0 2 2 3
The Halls of Shan To Kor Hobgoblin 3 3 3 3 3
Rest for the Restless Skeletal Warrior 4 4 4 4 4
The Old Archives Arcane Skeleton 0 0 4 4 4
Stormcleave Outpost Victors draw 2 Loot cards and immediately discard 1 Fire Giant 5 5 5 4 5
Free Delera Wraith 5 0 5 4 5
Gwylan’s Stand Minotaur 6 6 6 6 6
The Ruins of Threnal Flesh Render 6 6 6 5 6
Relic of a Sovereign Past Victors draw one Loot. If it is not a weapon or armor, draw one more Loot Duergar 6 6 7 5 7
Xorian Cipher Victors draw one Loot. If it is not a Level Up, draw one more Loot Hellhound 5 0 5 4 5



The bosses are – for the most part – pumped-up versions of existing monsters. However a few of these monsters do not exist on the Monster table and had to be added:



Ice Spider Boss, Elemental, Spider Icebolt: when resolving a successful ranged attack, force-tap the target if it has equal or less current HP than this boss When taking fire damage from any source, double the fire damage
Ogre Boss, Giant
Troglodyte Boss, Reptillian Closes to Melee Nauseating: when resolving successful melee attack, apply one Nausea affliction
Duergar Boss, Dwarf, Humanoid Closes to Melee
Hellhound Boss, Devil, Outsider Fire breath: Does 2 points of fire damage to all in focus, or to everyone if no one is in focus. Devilish origin: immune to fire damage; ignores first two points of acid damage. Cursed: when resolving successful Melee attack, apply one Curse.



I am not certain that the concept of “Quest text” is actually adding value. I thought I would get more use out of it, a way to differentiate one quest from another by applying unique mechanics. But it does not seem to be working out that way. Since the use of “Quest text” may mean that I need larger cards for Quests than I do for any other entity, this is not an inexpensive thing to have.

Expensive + low value = maybe I should just drop it.

Maybe instead of drawing a “quest” you just draw the quest boss? It’s going to be hard enough to fit all that text on one card as it is.

Any opinions?

🙂 😀 🙂

  2 Responses to “DDO the Card Game: Heroic Quests”

Comments (2)
  1. Instead of including the text on the cards, could you instead have a reference manual that goes with the game that includes that text?

    Or do you feel that takes it away from the principal of the game?

    • It’s not a principal, more that I want to avoid making everyone spend most of their time looking up things in the rules.

      I’d have to see how many actual references there are – some are shared, maybe the number is manageable?

What do you think?

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