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Maverick - Solo Card Game

The local townsfolk have hired you, a monster slayer, to clear a dungeon full of monsters that have been attacking the citizens. Negotiate payment and start hunting…

Maverick is a solo card game. You must flip all the monster cards in the row face down before you run out of action cards; you flip a monster card face down by playing action cards that move your monster slayer and/or animal companion cards into position to successfully do all the actions listed on the monster card. To maximize your score, you’ll have to assess the dungeon and make a wager before the game starts, and then decide the best use of each action card throughout the game to collect trophies and end the game with as many remaining action cards as possible.


Complete Basic Game Components:

  • Rules of Play (US Letter | A4)
  • 18 Monster & 2 Slayer Cards (Poker Size on US Letter | Poker Size on A4 | Bridge Size on US Letter | Bridge Size on A4)
  • 40 Action Cards* (Poker Size on US Letter | Poker Size on A4)
  • *You can forgo printing the action cards and use eight copies of 1s, 2s, 3s, 4s, and 5s from UNO® or Phase 10® game packs instead.

    Comments

    Expect changes soon

    I'm making some changes to the rules. The trap is now a familiar you command. I streamlined the card design and layout.

    Here are some of the prototype cards. Some things in the image may not make sense now with the current rules but should make more sense when I release v1.1 tomorrow.

    Note: The location of the action icons are for aesthetics related to the monster image only.

    Update

    I updated the rules. Only missing a few monsters and the treasures for the PnP cards.

    The darker grittier style has

    The darker grittier style has been preferred by some but until I get an artist to replicate that I’m just making low ink low color PnP prototypes over coming weeks. The icons are easier to see than the thematic “hit” placement design.

    I’m still playing around with symbols and colors.

    Huge rules update and changes

    Huge rules update and changes based on extensive play testing over the past few days:

    Rule of Play

    Game name change!
    Removed treasure to streamline game play (can always add later if desired)
    Added dynamic difficulty mechanic (contract negotiation) directly tied to final scoring opportunity
    Added Third Eye of Soltar mechanic. Player rewarded with ability to see next card of action deck by slaying certain monsters.
    Updated final scoring.
    Updated Monster Bestiary

    I still need to add/update action icons for these rules.

    Remember, the current art and icons are for the low ink playtesting PnP. Will shoot for a darker, grittier feel on final version.

    Play test

    I negotiated a contract price of 7 cards during setup, so I started the game with 33 action cards.

    Well, near the end of the game these were literally the only 5 cards left and I barely pulled it off.

    I had to move maverick 5 spaces left. Then, 1 space left. Then used a 4 for his ranged attack, while my melee animal companion, Arcturus, used another 4 for its melee attack leaving me at one card left for the win!

    PnP

    I think I am settling on this style for the first PnP.

    Final Revision

    Final design, a monster and the monster slayer, Maverick:

    Colors

    I'm unsure of the tone you want, but looking at what you have, have considered limiting it to shades of black, white and red? I ask because I get a very different vibe from the sketches and pencil and ink drawings and your admittedly initial forays into color. I think of some of Matt Wagner's Grendel work (wasn't Miller's Sin City like this too?) and how intense it can be.

    color

    I had originally splashes of brighter color mixed with the muted tones and people said it was too distracting from the rest of the card, but I thinking its partly my artistic inabilities. In a published version I'm sure they could make the "Sin City" design look really good.

    The logo does have some color:

    PnP Files

    I have completed all the PnP files:


    Complete Basic Game Components:

  • Rules of Play (US Letter | A4)
  • 18 Monster & 3 Slayer Cards (US Letter | A4)
  • 40 Action Cards* (US Letter | A4)
  • *You can forgo printing the action cards and use eight copies of 1s, 2s, 3s, 4s, and 5s from UNO® or Phase 10® game packs instead.

    A4 & Cut lines

    I added A4 size files and cut lines to the front and back pages.

    Edgy, Lucky Puzzler

    Nice "solo grimdark puzzle" game you have here. :)

    First two games: first was a loss, second was a win with a final score of 21 (five cards worth 18 + 3 in hand). Seems like it can be very swing-y but you've mitigated this somewhat by allowing the player to see the layout of the dungeon before wages are set.

    I'll play this a bit more and see what the spread is like over a set of 10 games. Is there anything in particular you think needs some testing/scrutiny?

    Thank you!Game sessions of

    Thank you!

    Game sessions of card wager, win/loss, score is great.

    Questions to consider:
    Whether the wager would be more fair if you pick specific cards instead of off top.
    How the monster abilities felt.
    Any monsters that feel overly easy or hard. I know the beholder is intentionally a real pain.

    I’m trying to balance enough content in the basic game versus too many mechanics and abilities. I have few ideas for more content like a push/pull object mechanic as a mini expansion.

    I also have considered a 2p mode where competing monster slayers on opposite ends slay the monsters until all 13 monsters are slain but still testing balance.

    General Feedback

    Halfway through my ten-game set, and a few thoughts come to mind.

    • Offensive maneuvers in order of difficulty to pull off: Melee, Ranged, Charge. It seems like Charge is worth going for almost as frequently as possible, because it combines an attack with a movement at no cost (with the added bonus that both of the animal companions can do it, too). Melee is the most inconvenient because it's the attack maneuver where the Number on your card matters the most, and you need to Move to that location first.
    • Any monster with a pair or trio required makes it instantly tougher than the rest. This goes for your Beholder, for sure. The Beholder is has usually been reserved for late game.
      I recommend making something on the Dragon or Demon a pair, since they're otherwise relatively easy to beat, even with a high Strength and requiring three Maneuvers to defeat. Give one of them a pair of Melee for an exceptional challenge. I'm not sure which one you want the player to fear more than the rest... :)
    • Although it seems useful, I've yet to deliberately use the Meditate maneuver.
    • I think that choosing which cards go into the wager edges closely to being a blind choice, and simply adds time to the setup of the game. One of the most elegant aspects of your game at the moment is the fact that all cards are useful eventually, regardless of the number on them (very much like Pandemic in this way, in my opinion). Movement and positioning is key, and having a variety of numbers available in your hand at a given time is desirable. Right now, the choice is "more, or less?" That seems sufficient for game setup, as the consequences are clear.
    • I think the monster abilities are solid and easily-tracked for the Basic game, and they work for now. I do think tracking the Eye bonus can be fiddly at times, and I find myself checking cards usually after four or more monsters are defeated, but the good news is that once you meet the Eye criteria, you don't have to check it for the rest of the game.
    • I'm not sure how married you are to the theme, but in general I don't think it fits as well as other options could. Most of this hinges on the wager mechanic, which is pivotal. If you're curious I can explain this more, but I'll spare you for now in the event you're not interested.

    That's about it for now. I have five more games to go through, and I'd love to hear your thoughts, if any, sparked from the above.

    Thank you

    Thank you for the insightful feedback.

    • You are playing it that you have to do all actions in the same turn? Yeah, Charge is like Ranged Attack except the character moves. Melee is definitely the hardest to pull off as you mention, so I tried not to double it much.
    • I'll consider changing the Demon to two melee attacks instead of one melee, one ranged. I didn’t want those two to feel TOO hard. Dragon is a bit harder because of the 3 actions and Overlord ability. Having to Charge a Dragon, and then do a Melee Attack on it while the other character range attacks it all in the same turn feels pretty difficult to me. Also, knowing you have to save at least two 5s for those two monsters makes them inherently more difficult.
    • Yeah, Meditate is there as a last resort, but rarely used.
    • To make the game less "swingy" and "luck-based" in terms of scoring, action cards wagered during setup are worth 2 points (no longer worth double their value), and remaining action cards are worth 1 point (no longer worth their value). I did this because if the action cards off the top of the deck are a bunch of 5s this game, but are a bunch of 1s next game, it feels pointless to even attempt the second game already knowing it will be lower than your previous high score. I don't want that. Much like how all the action cards while different in value feel equal in usefulness during game play, I want that same affect for scoring.
    • I originally planned on having the eye built into the card backs of those cards, but then went with a plain design forgot to put them in. I’ll put them back in tonight. EDIT: They are in now. I would just add them onto the corresponding backs of those 6 monsters in your printed version.
    • I’m totally open to different theme ideas, it’s just the theme that fit the art assets I already owned. I originally had the game called “Old Town Road” with a cowboy bounty hunter after wanted criminals and another family friendly theme of wildlife photography. Hang ups with other themes always seem to be tying the three "combat actions" to the theme (like running vs. ranged vs. up-close wildlife photography?).

    Considering these changes

    After many play tests, I have some changes I am considering but NOT yet implementing before feedback and more play tests.

    1) Remove the Meditate action. In the 25+ games I have played, I think I have used it once. It's a nice backup plan when you have a really bad hand for the given situation but removing it would further streamline the rules and be one less action players have to learn and recall.

    2) Remove Eye of Garakus mechanic. It's a cool little effect, but is an extra icon on the cards and one more thing to track for the minor boost.

    3) Remove requirement to have to play copies of same card when double/triple action symbols on monster. This would provide more flexibility and make the game easier yes but see my next change.

    4) Add a new "trophy" bonus to final scoring. Whenever you slay a monster using an action card that matches its strength, leave it on top of the monster instead of putting it on the discard pile. At the end of the game, score 1 point for each collected trophy. This is definitely going to change how you play toward high scores.

    My only worry is its going to make you feel bad anytime you don't collect a trophy from slaying a monster, which is not something I want to make the player feel.

    Thoughts?

    Please Standby

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    (see below)

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    First Impressions

    Played three matches in about an hour, and it seems much more challenging, and very "full."

    • Won one of three games. The losses usually boiled down to a single card. I do feel like the layout of the corridor is much more significant now, as detailed below. Maybe this is a way to say that your rule changes have amplified the puzzle and "order of operations" aspects of your game.
    • My gut is telling me that the monster special abilities are much more powerful now for some reason, particularly Overlord. I had two "rally" monsters adjacent to one another in one of my lost matches, and that seemed to be a powerful defense against me at the time. Overlord continues to be a significant ability.
    • The trophy is a tantalizing target. In fact, for the game I won, I received 9 points from trophies, almost eclipsing the 10 points won from the wager. Personally, I think the trophy target amplifies the defense of the monsters with a variety of targets, in some way I can't articulate at the moment. The Dragon seems much tougher now. I faced it in all three matches I played and never felt as threatened in the previous iteration as I have with these new rule changes.
    • If the Beholder is on the far right end of the corridor, it proves to be a supreme pain in the ass. :)

    Wrapping for now, but I will be able to come back to this tomorrow evening.

    Awesome stuff

    Awesome stuff.

    Here is the unofficial revision of the Rules of Play. It's unofficial because the proposed idea of a monstrous slayer hasn't been updated in the PnP cards.

    This revision has many cosmetic and flavour/fluff changes. However, the biggest takeaways are the removal of Meditate action and Eye of Garakus ability which have been merged into a once per game action called Transform, the addition of trophies to alter your strategy and maximize your score, and the monster ability, Disable, was reverted back to its original name and effect: "Noxious - Whenever your monster slayer stops at the same location as a noxious monster, you must discard a card!" When I had changed Noxious to Disable awhile ago it inadvertently made the Ghost useless and the other Disabling monsters much weaker, so now its back to what it should be.

    If everyone collectively likes the changes, I'll move forward and make these rules official and update the PnP cards.

    The PnP cards will remain mostly untouched other than removing Eye of Garakus and replacing the card back of the monster slayer with its monstrous slayer form.

    Previous versions of the cards are pretty much unaffected by the changes since the Eye of Garakus can just be ignored or used for some home variant and the card back of the slayer already has the logo that represents the monstrous slayer (just not its avatar).

    Under the new rules, I just

    Under the new rules, I just played a game where I scored 37 gold. It was an easier game where among the 5 undealt monsters were both Rally monsters, a Noxious monster, and a Reigning monster.

    • I set 5 cards aside as payment during setup for 15 gold.
    • I collected 9 trophies for 18 gold.
    • I ended with 4 cards in hand for 4 points.

    Bridge Size Option

    I have added a bridge size option for the monster and slayer cards in the original post. The art is just a tad smaller but you can actually see more of it. I'll try to finish the bridge size action cards over the weekend.

    I'm prepping the image files now to print a copy from The Game Crafter:

    Monstrous Form

    From what I'm reading in the rules revision, it seems like my first action of every game would likely be to immediately change into my Monstrous Form so I can see what cards are coming up next by default. The only exception I can imagine is if I have a "good move" to play in the first turn. I'll make the moves, then Transform.

    Is there any reason why someone would want to stay in their regular form? I can't see any advantage to it. I like how it uses the same card-flipping mechanic as the Animal Companion, but I'd expect more of an effect on gameplay.

    With the new trophy system

    With the new trophy system, a well-timed Meditate action for free is really nice, so I personally don’t transform out of the gate since the foresight boost is minor to me. I wanted to leave the Transform tied to player choice rather than a threshold and hoped losing a free Meditate by transforming immediately would be enough of a deterrent but maybe not.

    Originally, I had Transform cost a card.

    Another option is instead of meditate, you get to do an action for free by flipping to monstrous form. You can still transform iright away but that may not be best use.

    Im totally open to any actions powers passives etc good or bad tied to monstrous slayer form.

    Thinking more on it

    Thinking more on it today...what about this?

    Transform (once per game) — Discard your hand to flip your monster slayer card over to its “monstrous form” side and increase your maximum hand size to six cards for the rest of the game. Note: You can do this action even if your hand is empty.

    From my dealings on BGG, I'm

    From my dealings on BGG, I'm thinking most people are slaying the Imp (and probably other monsters) incorrectly because it’s rarely complained about but kind of a pain with no chance at a trophy.

    You need to move to it twice in a turn, so either you need to move to it and your animal companion needs to move to it in the same turn or you need to move to it, move away and move to it again all in same turn.

    I'm going to work on clarifying the rules and providing a lot of examples this week.

    Rules update with examples

    I updated the rules with a few examples and scenarios and slightly restructured the How to Play section. This is far from the final version, I plan to add more pictures too, but wanted to get this out with the changed Transform action as soon as possible.

    Rules Revisions

    A couple thoughts on your recent revisions.

    • It's surprising that people were having trouble understanding the actions, the Imp and how to defeat it, and so on. It's a good thing that your rules sheet now accommodates them.
    • Your examples are smart things to include. The example illustrating the impact a Rally monster has on its neighbours is clever and necessary, since it happens frequently.
    • Changing to the Monstrous Form as soon as possible still seems like a non-choice, particularly as you identify in the rules the reasons to do it. It's almost like I'd recommend the rule to be something like, "The first turn you exhaust your hand of five cards, flip over your Slayer card to its Monstrous Form. For the rest of the match, your hand limit is now 6 cards instead of 5."

      There are other dynamics you can build in regarding attaining a Monstrous Form, but it would likely take away from the streamlined nature of what you have. I currently see no consequences to shifting to Monstrous Form and I think that would be more interesting.

    • I may as well mention my comments on theme here as well. I've had issues with it since I started playing, but never went into detail. Personally, I think a better fit to this scenario is that the player is a prisoner of some sort who has to "buy" their freedom by fighting their way out.

      Scenarios I can imagine would fit would be a "lost soul" or something like that fighting their way out of the Underworld, or a gladiator fighting for their freedom. Once their bet is paid, they are free and the player wins. I think looking at the "wager" as instead a debt to be paid off makes more sense and fits more effectively with the mechanics.

      If you want to make it more challenging, increase the debt for every round the player needs to continue: round 1, the total debt is 25. Round 2, the total debt is 30, and so on. This adds urgency, gives meaning to the choice in the beginning of the game/match (particularly now that the point value is increased), and allows for scaling of difficulty.

      This is strictly a personal preference, and should be taken as such. It seems like you've developed your original theme more deeply (and I like the inclusion of the mechanic of flipping the Slayer card along with the Animal Companion), but to make it stand out and be more compelling, maybe you'll want to consider a little tweak.

    Just a quick comment about

    Just a quick comment about monstrous form.

    So are you saying to take Transform out as an action and just have it as a passive when you’ve emptied your hand? I like that. The only difference is you can technically activate Transform now with a card or two in hand.

    I’ll comment on theme discussion in next post when I get more time.

    let-off studios wrote:I may

    let-off studios wrote:

  • I may as well mention my comments on theme here as well. I've had issues with it since I started playing, but never went into detail. Personally, I think a better fit to this scenario is that the player is a prisoner of some sort who has to "buy" their freedom by fighting their way out.

    Scenarios I can imagine would fit would be a "lost soul" or something like that fighting their way out of the Underworld, or a gladiator fighting for their freedom. Once their bet is paid, they are free and the player wins. I think looking at the "wager" as instead a debt to be paid off makes more sense and fits more effectively with the mechanics.

    If you want to make it more challenging, increase the debt for every round the player needs to continue: round 1, the total debt is 25. Round 2, the total debt is 30, and so on. This adds urgency, gives meaning to the choice in the beginning of the game/match (particularly now that the point value is increased), and allows for scaling of difficulty.

    This is strictly a personal preference, and should be taken as such. It seems like you've developed your original theme more deeply (and I like the inclusion of the mechanic of flipping the Slayer card along with the Animal Companion), but to make it stand out and be more compelling, maybe you'll want to consider a little tweak.

  • That isn't a bad premise as long as I can associate and justify the other mechanics with that theme. Lost soul has a sidekick or companion too? Melee/Ranged Attacks or something else? Trophies become what?

    With the base game pretty

    With the base game pretty much done, I've been thinking of some new "mini expansions" of 1-2 new cards to change how you play.

    A couple other ideas for mini-expansions:

    A treasure room card added to the end of the dungeon corridor (next to the right-most monster). If your monster slayer ends the game in the treasure room, score 5 bonus points.

    A glowing pool card added to the end of the dungeon corridor (next to the right-most monster). If your monster slayer or animal companion stop at this location flip it face down and put the top 3 cards of the discard pile on the bottom of the action deck.

    The Wandering Monster. The front of this monster card is just a shadow/silhouette of an unknown monster. When you or your animal companion stop at or pass the Wandering Monster's location, reveal its identity by swapping it out with one of the random unused monsters out of play.

    Waygates. New monsters would have a special card back that would open up a waygate. Once two or more waygates are opened, whenever you or your animal companion stop at a waygate location, you can teleport to any other waygate in the dungeon.

    Pay Off Debt = Compelling

    JewellGames wrote:
    That isn't a bad premise as long as I can associate and justify the other mechanics with that theme. Lost soul has a sidekick or companion too? Melee/Ranged Attacks or something else? Trophies become what?
    I reckon it won't be difficult to come up a rationalization for it, once you decide something. Sure: the player is a diabolical hunter with animal companions, fighting to win her way out of Hell or something. Killing off monsters naturally lends itself to all sorts of exotic body parts used as reagents for magic potions or magic items.

    Beyond those details, the concept I suggest you emphasize is that of paying off a debt that becomes more challenging the longer the player takes to finish it. The details will come, but the foundation should have urgency and drama in it. Starting the game "in the hole" and trying to escape seems much more interesting to me than being a hunter-for-hire.

    The player-character has something at stake and can't just walk away. It seems to me to be a stronger motivation and definitely more captivating for a solo game.

    Expansions Feedback

    JewellGames wrote:
    A treasure room card added to the end of the dungeon corridor (next to the right-most monster). If your monster slayer ends the game in the treasure room, score 5 bonus points.
    I suspect a player will consider this as long as their ending hand is of less value than the points awarded by the Treasure Room.

    To ensure this card is considered for every game, you may set the rules for it that, if the player ends their match in the Treasure Room, the value of their remaining hand is doubled (instead of cards being worth 1 point each, they'll be worth 2 points each, like Trophies). The player needs to Move (consume cards from their hand) to make it work out for a positive gain, and the luckier or more savvy they are, the higher their reward.

    Quote:
    A glowing pool card added to the end of the dungeon corridor (next to the right-most monster). If your monster slayer or animal companion stop at this location flip it face down and put the top 3 cards of the discard pile on the bottom of the action deck.
    Flipping it after one use prevents too many opportunities for abuse. I like this expansion the most out of these options, personally.

    Quote:
    The Wandering Monster. The front of this monster card is just a shadow/silhouette of an unknown monster. When you or your animal companion stop at or pass the Wandering Monster's location, reveal its identity by swapping it out with one of the random unused monsters out of play.
    This could be anti-climactic, if you end up with a weak monster. Maybe this can be part of an expansion that has challenging opponents, similar to what you've done with the Cerberus in Dungeon Dare. When the player confronts this opponent, draw from a set of three potential cards, each which has a tough fight, focusing on one of the three Combat Actions.

    Quote:
    Waygates. New monsters would have a special card back that would open up a waygate. Once two or more waygates are opened, whenever you or your animal companion stop at a waygate location, you can teleport to any other waygate in the dungeon.
    Personally I think this would make the game a bit too easy. I think another way to consider this kind of mechanic is that, as soon as this opponent is defeated, the player character is moved back to the left end of the corridor.

    Expansion Idea: Summoner

    This would make the game more difficult to complete.

    One of the opponent cards is the Summoner: a magic user that adds more creatures to the corridor. The Summoner is an Overlord card. If the Summoner isn't defeated at the end of the player's turn, any face-down monster adjacent to it is flipped face-up.

    In game terms, this means that the player must defeat any adjacent monsters first, then defeat the Summoner, before the end of their turn. If the player doesn't deal with this simultaneously, the game will be difficult to finish successfully.

    A milder version of this (without the regenerating ability, that is) would be to place a stack of two face-up monsters adjacent to the Summoner instead of just a single creature on either side. The creature on top of the stack is discarded when defeated, and only the bottom card of the stack is flipped face-down, clearing that section of the corridor.

    This just makes more monsters required to be defeated instead of having to coordinate card plays like in the first version.

    All good feedback, thanks!

    All good feedback, thanks!

    Coop & versus

    Cooperative mode and versus mode rules and cards will be coming soon to Maverick in PnP version 1.1. Here are each mode's rules in a nutshell:

    Cooperative (Guild): All the game play rules are the same as solo mode.

    During setup, place a second monster slayer and animal companion in swapped positions next to the right-most monster at the opposite end of the dungeon corridor, so that the second monster slayer moves below the dungeon and their animal companion moves above it. Players alternate turns. Optional Stealthy Rule: Players cannot discuss or show the cards in their hand to one another.

    Versus (Bounty Hunters): All the game play rules are the same as solo mode except for how slain monsters are tracked, where collected trophies are placed, and how the game is scored.

    During setup, place a second monster slayer and animal companion in swapped positions next to the right-most monster at the opposite end of the dungeon corridor, so that the second monster slayer moves below the dungeon and their animal companion moves above it. Players alternate turns. The first player only draws a starting hand of four cards (replenishing up to five cards after their first turn).

    Whenever a player slays a monster and flips it face down, they also rotate it so the tip of the logo's sword points toward the side of the player that slayed the monster. Also, instead of placing collected trophies on top of a slain monster, place them in a pile in front of you so there is no confusion as to who has collected what trophies.

    At the end of the game, only slain monsters and collected trophies are scored:
    Each slain monster is worth 3 gold.
    Each collected trophy is still worth 2 gold.

    The player that earned more gold wins the game. If tied, the player that slayed more monsters wins the game.

    Another Expansion Possibility

    This is along the same lines as the "Wandering Monster" you mention above. I would call it something like The Vault for now.

    This expansion would be comprised of maybe six or so additional cards. One looks like the rest of the creature cards, but depicts the door/portal of the vault: a long-forgotten, sealed chamber inside the dungeon. Unlike the other cards in the dungeon corridor, this Vault does not need to be opened to successfully complete the match.

    When the player stops at this location (I'd suggest a Charge action to move here, for example), the vault is opened and a card is drawn from the Vault deck (the other five cards). It could be one of the following:

    • A tough creature of some kind (there should be a few of these)
    • An additional Action Card to add to the player's hand
    • An immediate Trophy card

    If it's a creature or a trophy, they're placed face-up in the Vault's location. A revealed creature must be defeated in addition to the rest in the dungeon corridor for the player to succeed in the match (and the player can still earn a trophy from it).

    It would be interesting to be able to unlock an additional companion from the Vault, but that seems a bit too fiddly to mess around with for this particular game.

    BGG Game Entry

    Btw, this game has an official BGG game entry.

    This was my fastest idea to game entry design ever, under 5 weeks (thanks quarantine). I haven't touched this game in months and held off on tweaking theme or expansions for if/when it ever gets picked up by a publisher, they'll change those details anyway.

    Beautiful Art

    The art is awesome.

    Small Update

    A small tweak to the theme. Instead of slaying monsters for gold, you are a monster slayer in training, completing your last trial in the proving grounds to become a Maverick.

    This allows me to change from earning gold to mastery and provide a score table bronze/silver/gold depending on how you did in the trial.

    Also, instead of increasing your max hand size to 6 when you're in monstrous form, you basically get an on-use action wildcard. This means you can switch between forms a few times during the game if you're determined and lucky and this gives a little wiggly room in completing the game without giving extra mastery.

    The first one-card mini-expansion is Maverick: Devil's Mark.

    It's a single red "6" action card that you place under the 6th monster in the proving grounds during setup. After you slay that monster, add the red "6" action card to your hand which counts toward your total hand size of five action cards. You can either play it like normal, or hold onto it until the end of the game, earning you 6 mastery (over the normal 1 mastery).

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