Tabletop Simulator

Tabletop Simulator

Not enough ratings
Slay the Spire: Board Game - Custom Hexaghost Character
   
Award
Favorite
Favorited
Unfavorite
Type: Objects
Complexity: Medium Complexity
Number of Players: 1, 2, 3, 4
Assets: Components, Cards
Language: English
File Size
Posted
Updated
461.331 KB
Sep 12, 2023 @ 10:20pm
Sep 16, 2023 @ 1:18am
4 Change Notes ( view )

Subscribe to download
Slay the Spire: Board Game - Custom Hexaghost Character

In 1 collection by T00nbink
Slay the Spire: Board Game - Custom Downfall Characters
5 items
Description
This mod now works with the Slay the Spire Board Game - Homebrew Character Loader created by bcsj
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2915609958

I translated the Hexaghost character from the Downfall Fan Expansion into the board game including:
- 5 unique starting cards (12 total).
- 14 unique common cards (28 total).
- 30 unique uncommon cards (30 total).
- 15 unique rare cards (15 total).
- 1 unique golden ticket card (2 total).
- 13 Soulburn tokens (10 of value 1, 2 of value 5 and 1 of value 10).
- The Hexaghost Play board.
- The Hexaghost Play Mat.
- The Hexaghost Standee
I also included the Updated Slime Boss components for the people who are interested.

Similar to my Slime Boss custom character, I really enjoy playing the Hexaghost in Downfall, these mechanics were a bit harder to translate into the board game though. The Soulburn mechanic has been completely overhauled, with it working like poison tokens you remove at the end of the turn. But with these limitations came some really fun ideas like the Seal cards working together with the die you have to roll each turn.

----------------

(GIVE FEEDBACK IN THE COMMENTS IF YOU TRIED IT OUT)

----------------

Special Rules:
- Whenever you advance the Ghostflame track when it's on #6, go to #1.
- Whenever you retract the Ghostflame track when it's on #1, go to #6.

- The current Ghostflame is the number the cube is on on the Ghostflame Track.

- The Ghostflame conditions get checked before activating the card effect.
Example: The current Ghostflame is on #2 and I first play a basic defend (which is a skill), after that I play a Float which is also a skill but advances the Ghostflame track. The #2 Ghostflame first get Ignited, then you advance to Ghostflame #3.

- The Ghostflame conditions reset once you move the cube on the Ghostflame track.
Example: The current Ghostflame is #1 and I play Float which advances the Ghostflame track. Now the current Ghostflame is #2 and I play a basic defend (which is my second skill this turn) but this doesn’t Ignite the current Ghostflame because the first skill was played when the current Ghostflame was still #1.

----------------

Similar to the Slime Boss I haven’t playtested this character a lot, but I have generally played the base game and the base characters more often so I’m more confident in the balance of this character compared to the Slime Boss (which I went back to and made some small tweaks to). Some concerns I do still have is:

- Soulburn going away after 1 turn makes some card interactions so much weaker/stronger which is a bit hard to balance around.
- Some seal cards might be a bit too weak/strong. Especially the first seal seems way stronger than the second seal. But I assume this changes depending on the deck your building.
- The Player Board of the Hexaghost needs way more information compared to any other character which makes it stand out a bit too much. If people find this too distracting I could make a version where I showcase attacks, skill and powers via icons instead of writing it out in full. Also removing some of the extra rules like advancing the Ghostflame track or what Igniting a Ghostflame means.
14 Comments
Radiggs Apr 22 @ 1:57am 
@T00nbink I am also looking to make a physical version of the downfall mod for the board game. Is there are way to get said files for that?
Why So Serious Feb 27 @ 11:34am 
@T00nbink Hey I'm also looking to make a physical version of the downfall mod for the board game adaptation. Do you have any plans to make the files available to players that want to make physical versions? Notez and Qooky seem to be interested as well. Thank you!
Qooky Feb 23 @ 5:32pm 
@Notez did you produce a physical edition? And if you did, is it for sale? Or could I print it somewhere?
Notez May 1, 2024 @ 3:29pm 
@T00nblink Hi, I would like to produce a physical edition of this mod. Can we talk in direct message?
T00nbink  [author] Apr 3, 2024 @ 12:24am 
@CasterMinion
I send you a friend request, there you can ask me about certain interactions if you're still curious.
CasterMinion Mar 20, 2024 @ 3:10am 
My group is trying out this custom character, but we aren't very clear on certain interactions. Are you open to helping us out with an explanation?
T00nbink  [author] Sep 29, 2023 @ 12:19pm 
@Clolem Yes, after thinking about it I might create my own "Downfall" rulebook to combine all the characters into one rulebook with even some little page about how each character plays like the original rulebook. I will continue adding to it with each character I create and will also start reducing some of the rules on the player boards. I'm not sure what the balance should be as I feel like some rules are just too important and players need to cross reference like how to ignite each ghostflame, but I'll experiment with it. Thank you for the feedback
Clolem Sep 28, 2023 @ 10:08pm 
Any intention of making a rulepage for your characters like how the Marissa mod has? That might help with information overload on the player board.
Stormy Sep 18, 2023 @ 8:52pm 
maybe for the dead on it could be dice rolls? like depending on what you get depends if the effect activates or not, though im not a huge expert on making it balanced for the board game ahah
T00nbink  [author] Sep 18, 2023 @ 8:01pm 
Asked by stormy:
"what will be your next downfall character to do? would love to see the automaton or snecko!"

I'm actually currently working on the Guardian (I know he's not the most popular Downfall character but I had a really fun idea how to translate the gem system into the board game).

For the other characters I had a couple of ideas but some are definitely harder to implement than others.

The Champ - Very easy to translate as it's basically just the Watcher Deluxe but not my favourite character so I'm not sure if I would do this one soon.

The Automaton - One of my favourite characters but also the one I would have the most struggle with implementing. The whole function mechanic is extremely unique and very much something that requires a complete overhaul to make work.

...