Herbal Remedy: Herb Card Rules Variant

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Herbal Remedy: Background

DD fan Tom Chick, in BoardGameGeek thread #2288601, posted his thoughts on the prevalance of references to and effects regarding "Herb cards" within DD, and how strongly that contrasts with the near-complete lack of Herb cards in the game (only 4 out of 100+ Loot cards). This page offers rules and playing pieces for one of many possible implementations for his suggestions for an Herbal Remedy. In short, this variant makes herbs readily available to the Adventurers, at the cost of spending time searching for them.

The Smug Drugglers mission is specifically designed for use with this expansion.

Herbal Remedy Rules (version 0.1.4 2022-04-11)

During setup, remove the four Herb cards from the Loot deck and set them aside. These cards are not considered to be in play, but will be used for reference. (Alternately, leave them in the deck but make a copy of them for reference purposes.) Place the 16 Herb Tokens in a pile within easy reach of the players. Each of the four Herb Token types corresponds to one of the Herb cards and one Region of the board:

Any time the game refers to an Herb card, it instead (or in addition) refers to one of the corresponding tokens. Effects which allow a player to search through the Loot deck and/or discard pile and take an Herb card instead allows them to take a token from the Herb Token pile, within the inventory limit restrictions noted in the next sections. If the Herb cards are left in the deck during play, options which permit a player to search for an Herb card instead provide the player the choice of taking one from the deck or taking an Herb token instead.

Obtaining Herbs

When {:CAMPING:} on a Path in {:BOLD:} Stance, the {:PARTY:} gains a new Rest Action:

Pick Herbs: Each Adventurer, in MRL order (lowest to highest), who does not currently have an Herb Token corresponding to the current Region may search for Herbs. Make a PER Test. If you pass, take one of the Region's Herb Tokens. If the Space is {:EXPLORED:} or {:METAPHYSICAL:}, you may roll an additional die and discard the highest one when making the Test. An Adventurer with the Alchemy Skill or Mastery, or the Herb Fiend Weakness, may roll an additional die and discard the highest. (All such bonuses stack, so an Herb Fiend Alchemist in an {:EXPLORED:} {:METAPHYSICAL:} space rolls 4 additional dice and drops the highest 4!)

Limited growth: once any Adventurer successfully picks Herbs on a given turn, they've depleted the local supply, and no other Adventurers may take the Pick Herbs action in that Space until the Space has gone at least one turn without any party members resting there.

Explored Spaces Only: finding herbs in the wild may require a fair knowledge of the area, as the easy-to-reach spots have already been picked clean by locals who trade (or otherwise use) herbs and by passers-by.

Not only Paths: herb growth need not strictly be limited to Paths. Perhaps they can also be found on Roads, or in any {:OUTSIDE:} Space, or perhaps they can only be found in {:OUTSIDE:} {:METAPHYSICAL:} Spaces (noting that the party may well never come across such a space more than once or twice in a campaign!). This option may optionally be combined with the Explored Spaces Only option.

Back Street Dealers: perhaps Herbs can be purchased from dealers when trading in any {:TOWN:}. Take one of the Region's Herb Tokens in place of one Loot Card when Trading, and it may be purchased at the price listed on its card.

Hunting "High" and Low: it's completely conceivable that herbs are easier or more difficult to find in certain Regions, and this may be represented by either a PER Test modifier or rolling an additional Test die and disregarding the highest die (for a bonus) or lowest die (for a penalty). Perhaps the Lowland Puritans keep their Region scoured free of nasty Witch Weed, whereas in the Badlands Goon Grass can be easily found almost anywhere.

Using & Abusing Herbs

Each Herb Token is considered to be 100% equivalent to the corresponding card for all purposes. This means, for example, that they may be traded among Adventurers, sold as part of a Trade action, or lost to Monster abilities like Acidic. The following limitations apply, however...

More Options/Variants

Some random options and variant rules:

Further discussions and variants might (or might not) eventually appear in BoardGameGeek thread #2288601.

Of course, feel free to introduce whatever options make it the most fun for you.

Overview of Changes per Version

Below is an overview of version changes (from newest to oldest), noting that the version is not updated for purely cosmetic/layout changes. We use (more or less) the "Semantic Versioning" numbering conventions. The 2nd digit in the version number (the 2 in 1.2.3) is increased when significant rules are added or existing ones significantly modified. The final digit indicates "patches" - clarifications and rewordings or minor additions to existing rules. It seems unlikely that the first digit will ever be incremented, as that would indicate a major overhaul.

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