Tabletop Simulator

Tabletop Simulator

The Hyrule Fantasy
House Rules
This is a seriously beautiful rendition of a game that has some really gorgeous components, and I felt a little bad that the gameplay wasn't that much fun. So, I tried to come up with some home rules that made the game a bit more fun to play.

1. Overworld Battles:
On the end of your movement, battle.
Roll two dice. The monster rolls two dice. The highest value wins the fight.
If the monster card requires a specific item, and you don't have it. The monster gets an extra dice and drops the lowest. If you do have it, you get an extra dice and drop the lowest.

1b. Covering Fire:
if you begin a fight with another player in an adjacent space, have line of sight (no walls or other on-map obstacles) and they're equipped with Triforce One or Two (i.e. a ranged weapon), they can choose to assist you (or you can bargain). You get an extra die in combat, and drop the lowest result(s). (Always add two numbers).

2. Boss Battles.
Bosses have HP now. When you reveal a card, give the boss 3HP + Dungeon Level. The boss at Dungeon 4 would have 7 HP. (This is a bit arbitrary, and you can increase or decrease as needed).
Roll xHearts at the beginning of a battle as normal (half rounded down for Aquamentus). If you roll any of the symbols mentioned on the card, you instantly cause 1 HP damage to the boss for each symbol.
Roll off two dice. If the bosses result is higher, lose one heart. If your result is higher, subtract the boss's roll and cause the remainder in damage. (If you roll 10, and the boss rolls 4, you cause 6 damage). Boss is defeated when their HP falls to Zero. Other players cannot help you.
If you run out of hearts, go to the nearest Fairy Fountain as usual.

2b. Ganon:
Ganon starts with 15 HP xNumber of Players. You do not roll for items at the beginning of his fight. You can fight Ganon as a team.

3. (I didn't playtest this one) Owl Statue:
If the player with the fewest Triforce Pieces is at least two levels behind the next player up, give them an Owl Token (maybe use one of the space Links, or an unused card face-down).
They can use this to have Kaepora Gaebora move any player to any accessible space (So, if they would be unable to reach the space without an item, they can't go there, because they can't get back).
They can't get the token again until they get another level, but fall behind by two again.

4 (I also didn't playtest this one) Foraging:
You can forego one movement per turn to cut down grass or destroy rocks and try to find loose cash or health. Roll 2 dice.
10+ Find 2 Hearts or 100 Rupees
7-9: One heart or 50 Rupees
6- : you find nothing.
(Yeah, I just used the PbtA numbers)

Pick and choose the ones that work best. The new combat system definitely felt more dynamic than the static cards.

I tried to stick with the elements in the game box, and add more stuff that I felt as typical of a Zelda game, but if I could add something, I really felt the absence of any sort of dungeon crawl mechanic. (I have an idea for a dungeon deck, but maybe another time.)