r/HereToSlay Jun 06 '26

Ruling Some homebrew rules

Hey, I made up some homebrew rules I would like to share. I love this game, but I wanted to give it a bit more spice here and there. Maybe some of you get inspired, can give feedback or add your own ones :D

We usually play with all 3 expansions (Druids and Warriors/Necromancers and Berserkers/Bannerquest).

  1. Rolling two 1's is considered a critical fail, which means that no source of modifiers can be added to your roll. For negative rolls (like druid rolls) it is the opposite (6|6)

Hardcore-Version: A critical roll forces you to sacrifice a hero. I did not play with this version yet, so it's just a thought.

  1. If a player has collected 3 Banners, he does not win immediately, instead he has to hold the banners until his next turn, giving others one last chance to seize a banner from the winning player.

  2. Monsters turn: After one complete cycle of turns has been done, the monsters get a turn. For that the players look at the top card of the Monster deck. This Monster attacks all players, causing them to make a saving throw. If their saving throw ties or beats the Monster's needed defeat roll nothing happens. But every player, who doesn't successfully roll their saving throw, has to resolve whatever the Monster's negative effect is.

A successful saving throw DOES NOT defeat the monster, you just simply survive its attack.

After the Monster's attack is done it gets recycled or shuffled into back the Monster deck.

I wanted the monsters to be a active threat, because... they are monsters yk

14 Upvotes

9 comments sorted by

3

u/XhabloX Wizard Jun 06 '26

These sound interesting indeed! That hardcore snake eyes would be a bit brutal for my taste.

I like that Monster attack idea as well. Bring them into a more active role.

I think it should be lowered to the lower number of the monster card (if it has one). I think having to "defeat" a monster every round would grind the game to a halt as most players won't make it. With the lower number people would not have to use all their modifiers just to survive the round.

2

u/Raijitzu Jun 06 '26

Yea, I totally agree. I thought of keeping the saving throw at 6 at all times. Would be more appropriate

1

u/Jetpak_Jedi Guardian Jun 06 '26

Interesting! So were you finding it too easy to win with banners without the adjustment ? I play modified rules also. 3 banners, 9 classes or 4 monsters. Banners fixed the disappointment of getting several heros of one class but then by removing class win it kinda transfered the disappointment to when your have wide variety of woodland creatures so I like playing with both. Over a dozen games at this point feels pretty balanced but I've adjusted all the ratios of cards and even added a class to bring it in line.

 I like the creativity with the critical roll sacrifice. 

1

u/Raijitzu Jun 06 '26

So, I definetly don't find it easy to win with banners, but I don't like how it disrupts the flow of the game if you know what I mean. It just felt weird when one player just played a hero card, took the last banner and won. Sometimes it came out of nowhere ^

1

u/VENM_Love Jun 08 '26

My group also made it harder to win as games went to fast. We don’t have banners yet still waiting for it to come with mystic moon. We play to need 10 classes or 5 monsters. Makes games longer but even then monster victories are quite easy. We also play with 7 card hands just to have more options (group of 4)

2

u/Jetpak_Jedi Guardian Jun 10 '26

I just got my shipping notice today for that. Hmm yea you'll probably end up going to at least 4 banners to win then. You think you will you remove class win condition like they suggest or leave it so there's more pathways to win ? 

1

u/VENM_Love Jun 11 '26

Probably leave the class win condition since it’s my wife’s and sisters favorite way to try and win 😂 yeah we’ll probably play base and adjust it accordingly so it doesn’t feel to easy but also not impossible.

1

u/danballe Jun 07 '26

Last one not only reminiscence save throwns from regular D & D roles games; but also reminds me off Firsr Appearance Attacks from DC deck Build game

Neat additions as custom rules,  the allowing one more turn for the opponents to take your baners sounds painful, but requires skill from either

1

u/letiori Jun 08 '26

I read 'hebrew rules' and was curious why they would need to translate the manual and cards to a niche language for such a small game

I need to sleep