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Variants

POTENTIAL / ACTUAL IMPACT strongly recommended
To play this version of World vs. Hero, you’ll need the usual materials plus a four-sided die (d4), a six-sided die (d6), an eight-sided die (d8), and a ten-sided die (d10).

Follow all standard rules for set-up and the opening of the game, including all of the Hero Player’s Action Scenes that establish an Adventure Location at the beginning of every round.

The impact values of Suit Abilities and Conflict List entries are now considered Potential Impact Values. Actual Impact Values are determined during gameplay by consulting the following charts and rolling a die.

When either player must create an Action Scene during a round, the active player places a marker on his or her side of the card that he or she is accessing and then declares what other cards in the Tableau will be used with the accessed card to increase the Potential Impact Value.

The active player then rolls the die that corresponds to the Potential Impact Value of the cards being accessed and used, as per the following chart:


The result of the die roll is compared to the next chart to determine the Actual Impact Value of the Action Scene. During Rounds 3 and 4, the World Player modifies the die roll result by +2. During Rounds 5 and 6, the Hero Player modifies the die result by +2.


The active player then makes an Action Scene that is consistent with the Actual Impact Value regardless of how much lower or higher it may be than the original Potential Impact Value.

Whenever the Hero Player’s dice roll is equal to or higher than the World Player’s previous dice roll – even if both rolled values of the same impact level – the Hero Player may make an Action Scene that counters the World Player’s previous conflict.




WILDSUITS
A Suit Ability denoted by a suit symbol of "X" allows any suit in the Tableau to be used, but that use must be absolutely justifiable. This is a particularly powerful ability and should be reserved for special instances.

For example:

ARTIFACT
X[3] - Wand of Wonder, warps reality around the user's desires




COLOR-CODED CONFLICT LISTS
The entry numbers of 1-10 on a Conflict List correspond to the numerical rankings in a standard deck of 52 cards, with an Ace being equal to “one,” and a face card being equal to “ten.” To use suit colors as a mechanic of a Conflict List, double the occurrence of each number on the list and either alternate the font colors of each entry, black and red, or, if writing by hand, designate each entry with the alternating letters “B” for black and “R” for red, as in “1B,” “1R,” “2B,” “2R,” and so on.

For example, here is a color-coded version of the Fangheart Swamp Recurring Location Conflict List from Generika Fantasie:

1B. Swarm of mosquitoes hovering around standing water.
1R. GIANT LEECH(ES); Physical Abilities – Biter, Bloodsucker; will latch on to victims and continue to suck blood.
2B. Swamp gas stinging eyes and choking throats.
2R. WILD BOAR(S), omnivore; Physical Abilities – Charger, Gorer (tusks); will only attack if threatened; hunted by Lizard Men.
3B. Adventure Conflict Element
3R. Adventure Conflict Element
4B. Bog muck that slows down any non-native walking through the area.
4R. GIANT TOAD(S), carnivorous amphibian; Physical Abilities – Jumper, Prey Catcher (sticky tongue), Prey Gulper (child-sized victim), Hide-Color Changer; will attack anything that might taste good, but will flee if injured.
5B. LIZARD MEN HUNTING PARTY, evil humanoids; Physical Abilities – Spear Throwers, Net Users, Swimmers; tracking down any kind of meat for their tribe.
5R. STIRGE SWARM; Physical Abilities – Flyers, Bloodsuckers; will aggressively attack prey by swooping downward and poking into exposed flesh with long proboscis to drain blood.
6B. Adventure Conflict Element
6R. Adventure Conflict Element
7B. Quicksand capable of slowly pulling down victims to their deaths.
7R. GIANT BLACK WIDOW; Physical Abilities – Biter, Poisoner, Web Spinner; will never be far from its web trap and will try to drive prey toward it.
8B. LIZARD MEN WAR PARTY, evil humanoids; Physical Abilities – Superior Brute (Chief only), Spear Throwers, Club Users, Biters, Swimmers; Metaphysical Abilities – Intimidator (Chief only), Defenders of the Chief; traveling to meet with other Lizard Men tribes, invading a nearby village, or allying with Goblins.
8R. DINO CROC, mutant carnivore; Physical Abilities – Limb Ripper, Bone Crusher (jaws), Swimmer, Short-Term Runner (hind legs); its hide is impervious to conventional missile attacks; created in a magic experiment gone horribly wrong.
9B. Adventure Conflict Element
9R. Adventure Conflict Element
10B. Adventure Conflict Element
10R. Adventure Conflict Element


To create an Action Scene from any of the conflicts on a color-coded Conflict List, the card accessed from the current Tableau must match the Conflict List entry in BOTH rank and color.

Furthermore, when using a color-coded Conflict List, impact values may only be increased by using a card in the current Tableau that matches the accessed card in BOTH rank and color.

For example, in the Tableau 2D, 5C, 5H, 9C, 9S, accessing the 5 of Hearts would allow the World Player to create a Moderate Impact Action Scene using the “5R” entry on the Color-coded Conflict List, not the “5B” entry. The impact value of the conflict could NOT be increased by using the 5C (same rank, but different color) or the 2D (same color, but different rank). The 9 of Clubs and the 9 of Spades could be accessed and used together to increase their individual impact levels of High to Extreme because they match in BOTH rank and color.

Conflict Lists do not have to be color-coded in their entirety
; any number of entries may be split into black and red or remain a single entry following standard rules. A World Player may even choose to only differentiate black and red conflicts for the 10 entry, since Extreme Impact can never be increased anyway.




FOUR-ROUND GAMES - suggested by Marcelo Paschoalin
For a shorter game of World vs. Hero, the World Player needs only to prepare one or two Adventure Locations.

Remove the face cards from a standard deck of 52 playing cards. This gives the player(s) two decks, one with 40 cards, and one with 12 cards. Shuffle each of these decks. Remove 18 cards from the 40-card deck. Do not look at them. Add to the 18 cards two cards from the 12-card deck without looking at them and shuffle them all together. This is the 20-card Game Deck for a shorter game.


Play proceeds as usual, but the Round Guidelines are altered.
Round 1 follows the guidelines for Rounds 1 and 2; Round 2 follows Rounds 3 and 4; Round 3 follows rounds 5 and 6; and Round 4 follows rounds 7 and 8.




THREE OR MORE PLAYERS
For multiple Hero Players, heroes become an individual responsibility. Each player creates and controls the actions of one hero. At the start of each round, divide the five access markers evenly among the Hero Players, with any remainder placed in front of all players. During the Hero Players’ turns, one Hero Player makes a scene as per the usual rules, using a marker to access a card. There is no pre-set order for when a Hero Player creates an Action Scene. All Hero Players must eventually use any markers distributed to them. Any remainder marker may be used by any Hero Player, but all Hero Players must agree upon its use. Any Hero Player with a hero still active in the storyline may dispute a World Player’s Action Scene.

For multiple World Players, Adventure Locations and their Conflict Lists become an individual responsibility. The World Players conceive of the adventure together, but each is charged with the task of creating the details of a location and the elements of the Conflict List for that location on his or her own. During game play, the Hero Player(s) must visit each location so all World Players get a chance to participate. When a location is visited, only the World Player who created that location may make Action Scenes about its conflicts, and only that World Player may dispute a Hero Player’s statements. Game play proceeds as normal.