Pocket Dungeons (v2) Alternate Hero/Mob Set + redesign of rulebook by Smurfo 3d model
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Pocket Dungeons (v2) Alternate Hero/Mob Set + redesign of rulebook by Smurfo

Pocket Dungeons (v2) Alternate Hero/Mob Set + redesign of rulebook by Smurfo

by Thingiverse
Last crawled date: 3 years, 4 months ago
This is an alternate hero/mob set to the awesome pocket tabletop game by dutchmogul (https://www.thingiverse.com/thing:59110) while I wait for the Pocket Tactics kickstarter to arrive.
All the models are from other free collections and are rescaled to fit the game + appropriate plane base added.
Delvers are all from these character packs: http://www.thingiverse.com/thing:3101042 - he has 3 of them packed with nice minis.
Mobs
Goblins:https://www.myminifactory.com/object/3d-print-goblin-2-with-sabre-28mm-no-supports-needed-111437; https://www.myminifactory.com/object/3d-print-goblin-archer-28mm-no-supports-needed-111643
Corpse: https://www.myminifactory.com/object/3d-print-zombies-101001
Lizardman: https://www.myminifactory.com/object/3d-print-lizardfolk-tabletop-miniature-109142
Troll: https://www.myminifactory.com/object/3d-print-the-witcher-bart-the-troll-9838
Wraith: https://www.thingiverse.com/thing:3006443
Rulebook:
No actual rule changes! (although see my recommendations at the end)
changed the looks a bit
removed race and gender as it didnt appear to have any in-game effect and allows to use other minis respectively (Warrior, Archer, Priest, Thief, Dwarf and Mage)
added skill icons to unit cards and added a skill list foldable card for print
both hero and mob unit cards can be either cut or zig-zag folded (although I recommend to cut the hero to cards and fold the mobs only.
added both digital and portable print version (might be too tiny for some but I wanted to minimize the footprint)
Few recommendations on the alternate rule changes:
when setting up the dungeon, if any player draws either a water or a deadend room from the pool they may choose to set it aside, any player than can use it in his/her turn when they feel appropriate instead of drawing a tile from the pool.
when spawning encounter, it could be spawned up to 2 tiles from the hero - realized we have hardly more than 1-2 mobs in play at a time as most of the time it is too easy to kill and this gives more options for scheming plus additional turn/effort to kill it.
when playing only a 2 player skirmish, populate all the tiles around the start with the 6 entrance crossroads so all entrances are connected straight from the start, then populate the dungeon as per the rules. Heroes can not attack each other for the first 3 rounds (for head start)
use 1d6 to determine the starting hero of each player (or any hero after the initial one is defeated) until there is only 1 left to randomize the character assignment throughout the game.

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