
Pocket Dungeons (v2) Alternate Hero/Mob Set + redesign of rulebook
thingiverse
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 didn`t appear to have any in-game effect and allows to use other mini`s 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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