FANDOM



Gol'Crop is a mini game of cards implemented into The Quest to serve as a good source of income when you are on a tight economical spot as well as an entertaining distraction from the chore of daily adventuring.

The game can be played by visitting most inns located at each town across Freymore and most expansions, as well as a number of other NPCs around the world. Each game will have a minimum and maximum betting fee, and these vary across towns. There are three types of 25-card decks to select from; The Warrior, The Sorcerer and The Necromancer. Each one of these decks has a different focus and strategies associated with them.


BettingEdit

SetBet

Setting your bet; 1) Min Increment, 2) Max Increment

This is perhaps the most important thing to know about Gol'Crop, how much money you can make.

The first opportunity you get to play this mini game will be in the Village of Matras. Jose the inkeeper will give you the option of betting only 10 gold as the minimum amount, but you may increase this bet by increments of 10 up to 50 gold coins as the maximum amount. You will forfeit the amount of gold you put in should you lose a game, but you will earn double the amount you bet should you win. If you only put down 10 gold coins, you will only gain 20 gold coins in return (the 10 you bet plus the 10 you won from Jose). This means that the most you can make playing Gol'Crop in Matras will be 50 gold coins. Fear not! These amounts will grow with each new town you visit.

CardForfeit

Fight to the end!

Make note that if you opt to give up during a match, you will loose whatever amount you set for your bet. Because of this, it is advised that all games be played to the very end as a single lucky draw might change the outcome to your favor.


Location NPC Min Bet Max Bet
Village of Matras Jose the innkeeper 10g 50g
Vastares - City Center Gelmoar the innkeeper 10g 100g
Vastares - Port Quarter Herahn the innkeeper 10g 100g
Garden of Phryn Hador the innkeeper 50g 300g
City of Mithria Thalas the innkeeper 100g 500g
Port of Mithria Rongar the innkeeper 100g 400g

GameplayEdit

The game itself is both entertaining and simple. Each player will start with a 40hp counter. The goal of the game is to reduce your opponent's life total to 0hp without you falling below 1hp.

The TableEdit
Table

The Table

The table itself is suprisingly simple:
  1. Player Side - The player will always be at the bottom of the screen.
  2. NPC Side - The NPC will always be at the top of the screen.
  3. Deck - This represents the deck being used, and where cards are drawn from at the end of a turn.
  4. Markers - These are the slots where Temporary cards may be played into.
  5. Health Points - This is the amount of life each player has. While the active health figure (left) will go up and down as cards are played, the max health figure (right) will always be 40. However, there are some cards that may change the max health figure once they are played.
  6. Hand - These are the cards available to be played. Any card used in a turn will be replenished from the player's deck at the end of that round.
  7. Forfeit - Players can give up on a match by tapping this area.
  8. Play Area - Each side places cards to be played in this area, but that is an automated process. This area has no real use in terms of gameplay. It is there only to simulate actual cards being played.
  9. Prompt Box - This area will display which decks are being used at the start of the match, as well as the effect of played or highlighted cards.
RoundsEdit

Like its parent game, Gol'Crop is a turn-based card game. Each player will take a turn to play a card, completing a round once both sides have made their play. The player will always go first each round. Once the round's actions are resolved, both players will draw the same number of cards played to replenish their hands back to 5 cards. This rotation will continue until one player looses.

Note that any side may take multiple turns within a single round with the use of Combo cards. These turns are taken into consideration for the amount of turns a Temporary card can occupy a marker. If one played a card that lasts 3 turns until it is discarded the turn before, it will completely resolve next turn if he or she played at least one Combo card.

Turns cannot be skipped. A card must be played in order for a turn to resolve, and thus completing the round.

Card TypesEdit

There are three types of cards in Gol'Crop:

Instant - Cards that have an action that resolves within the same round. Most of these cards are either dealing damage or healing hp, but there are also instant cards that remove cards active on an opponent's markers.
Temporary - Cards that resolve their effect in two or more turns. There are two sub-types within this group. Cards that resolve within two or more turns are known in the community as Enchantments, while cards that have their own HP figure are known as minions.
Regardless of their sub-types, each of these cards will take up one of the three open slots by your character's pic called markers. You may only have three temporary effects active at any given time. New temporary effect cards played after all markers are filled will replace one of the tabled cards. This effect may be replacing the oldest marker, or the weakest Minion, but it may also be entirely random.
Combo - These are cards that resolve instantly, but also allow for a second card to be played. These cards must be played before another card in order to have its effect resolved. You will not be able to play a card before a combo card on the same turn. Note that each deck will have one combo card that doubles the subsequent card's effect, and at least one other combo card that replenished half of the player's missing HPs. Instant damage or healing effects are doubled, while temporary effects have their duration doubled instead (Minions benefit from a doubled total HP). In addition to all of that, combo cards will trigger a turn for your markers. You can use this advantage to stack more effects within a single turn by playing multiple combo cards at once.
WinningEdit

The only method of victory available to a player is to reduce the NPC to 0 HP or less. The victory itself will be determined at the end of a turn once the effects resolve (all effects resolve cumulatively and instantly). However, the player has the advantage of always being declared the winner of a match even if both sides would be at 0 HP or less at the end of that turn.

DecksEdit

DeckSelect

Choose a deck

The player selects a deck at the start of each game before bets are placed. Players that have never ventured past the Matras area will only have the Warrior deck available to them, but the others will be made available after visiting the rest of the cities of Freymore.

All three decks will have 25 different cards with 55 being their total card count, but they will be themed quite differently from one another.

The NecromancerEdit

NecroDeck

This deck is perhaps the most damaging of the three. The deck focuses on placing numerous minions on the table to deal damage over time as well as packing a considerable punch with mid-tier damage instants, and even some nasty high damage surprises.

Strategy - The major drawback of the deck comes in the form of its recklessness. Most of the damage dealing instants will deal a small amount of damage to your character as well as harming the opponent. However, the numerous drain effects on the deck will alleviate some of the strain that your offense might give you. The trick to playing the Necromancer deck is to learn how to balance these two effects. Use the powerful Vampire Bite frugally as it will have no drawback at all and is capable of leveling the playing field if you find yourself in a tight spot.
One major advantage of this deck is that it has three of the most devastating cards in the game in the form of Blood Boil, Soul Crush, and Blackout. Each one of these cards has the potential to be a game winner on it's own when used propperly. Combine any one of these with any of the other two, or even the potent Soul Pile combo card, and there will be no stopping you.


Card Name Card Type Quantity Effect
Acid Rain Temporary 3 Inflicts 1 damage per turn - Turns: 3
Atrophy Instant 3 Inflicts 2 damage
Blackout Instant 1 Drains 12 Hp from the enemy
Blood Boil Temporary 1 Inflicts 10 Hp damage per turn - Turns: 2
Blood Chant Instant 3 Inflicts 4 damage for suffering 2 damage
Blood Filch Instant 2 Inflicts 5 damage for suffering 1 damage
Blood Golem Temporary 3 Minion, inflicts 1 damage to the enemy in each turn - Hp: 6
Blood Moat Temporary 3 Defensive bone wall - Hp: 8
Bone Wall Temporary 3 Defensive bone wall - Hp: 6
Corpse Army Temporary 3 Inflicts 2 damage per turn - Turns: 2
Dark Touch Instant 3 Drains 3 Hp from the enemy
Fang Instant 3 Inflicts 6 damage for suffering 3 damage
Ghoul Temporary 3 Minion, inflicts 2 damage to the enemy in each turn - Hp: 4
Graveyard Temporary 2 Regenerates 1 Hp per turn - Turns: 5
Heart Pile Combo 2 Heals half of the missing Hp
Parasite Temporary 3 Drains 1 Hp per turn - Turns: 3
Poison Cloud Instant 3 Inflicts 4 damage for suffering 1 damage
Sacrifice Instant 3 Inflicts 5 damage for suffering 3 damage
Skeleton Temporary 1 Minion, inflicts 3 damage to the enemy in each turn - Hp: 4
Soul Crush Instant 1 Inflicts 15 damage for suffering 5 damage
Soul Pile Combo 1 You can table another card which effect's doubled
Unholy Seal Temporary 1 Drains 1 Hp per turn - Turns: 3
Vampire Temporary 1 Minion, drains 3 Hp in each turn - Turns: 3
Vampire Bats Temporary 2 Drains 1 Hp per turn - Turns: 4
Vampire Bite Instant 2 Drains 6 Hp from the enemy


The SorcererEdit

SorcDeck This deck is arguably the trickiest of the three. The deck itself has a good amount of mid-tier damage cards much like the theme would suggest, but its real strength comes in the numerous temporary cards it holds which are designed to boost the deck's capabilities on all fronts.


Strategy - The Sorcerer deck is both graceful and devastating. You will never run out of damage dealing spells with this one, but there are some tricks. The damage these cards do will be mid-tier. You will have to enhance its power by weaving the multiple auras and nodes available to you. The trick to the deck comes in timing the defensive auras with the offensive ones well enough to not have them overlap needlessly.
Keep an eye out for Starfall. This potent card will be crucial in dealing with all decks as it can clean all of the oponent's markers in one clean strike.


Card Name Card Type Quantity Effect
Aura of Air Temporary 3 Decreases the damage taken, by 25% per turn - Turns: 4
Aura of Earth Temporary 1 Decreases the damage taken, by 50% per turn - Turns: 4
Aura of Fire Temporary 3 Reflects 25% of suffered damage, per turn - Turns: 4
Aura of Water Temporary 3 Decreases the damage taken, by 25% per turn - Turns: 4
Blade Storm Temporary 3 Inflicts 3 damage per turn - Turns: 2
Bless Instant 1 Heals 15 points
Blizzard Temporary 3 Inflicts 1 damage per turn - Turns: 6
Chain Lightning Instant 3 Inflicts 5 damage to the enemy
Death Node Temporary 3 Increases the damage inflicted, by 25% per turn - Turns: 4
Earthquake Instant 3 Inflicts 5 damage to the enemy
Fire Wall Instant 1 Inflicts 8 damage to the enemy
Healing Scroll Instant 2 Heals 7 points
Healing Shower Instant 3 Heals 4 points
Ice Bolt Instant 3 Inflicts 4 damage to the enemy
Life Node Temporary 3 Regenerates Hp by 2 points per turn - Turns: 10
Mana Explosion Combo 1 Heals half of the missing Hp
Mana Storm Combo 1 You can table another card which effect's doubled
Moon Node Temporary 3 Increases the damage inflicted, by 25% per turn - Turns: 4
Rage of Nature Temporary 1 Inflicts 4 damage to the enemy per turn - Turns: 3
Sandstorm Temporary 3 Inflicts 1 damage per turn - Turns: 5
Starfall Instant 1 Destroys all of the enemy's markers
Sun Node Temporary 1 Increases the inflicted damage, by 50% per turn - Turns: 4
Whirlwind Instant 2 Inflicts 5 damage to the enemy and destroys one of its markers
Wildfire Temporary 1 Inflicts 2 damage to the enemy per turn Turns: 4
Will-o'-the-Wisp Temporary 2 Reduces enemy attack by 2 per turn - Turns: 3


The WarriorEdit

WarDeck

This deck focuses on using cards that reflect the character archetype's legendary physical attributes in combat. The deck is full of weapon attacks that deal direct damage as well as enhance other attacks, and has a great number of armored effects that mitigate damage taken. The deck also makes heavy use of potions to replenish any damage that does go through.

Strategy - The main strategy of this deck is to outlast your oponent by using its numerous defensive cards as well as it's healing potions. The deck has a major drawback in that the damage dealing cards are not very potent when compared to the other decks. Knowing when to use markers for damage equipment instead of protective equipment will be crucial.
The deck has also a good amount of cards that control the oponent's marker in Assault and Fosse. Do not be afraid to use these when you draw them as you will likely see multiple copies during a single game.


Card Name Card Type Quantity Effect
Arrow Storm Temporary 3 Inflicts 3 damage per turn - Turns: 3
Assault Instant 3 Inflicts 2 damage and removes a marker from the enemy
Backstab Instant 3 Inflicts 5 damage, any kind of defense ignored
Battle Axe Instant 2 20% damage bonus per turn - Attacks: 7
Berzerk Temporary 1 50% damage bonus but 30% more damage taken per turn - Turns: 2
Bleeding Temporary 3 Inflicts 1 damage and enemy loses 3 Hp per turn - Turns: 3
Block Temporary 1 50% damage resistance - Turns: 2
Bloodlust Combo 2 Heals half of the missing Hp
Crush Instant 3 Inflicts 3 damage to the enemy
Dual Strike Instant 2 Inflicts 8 damage, half to the defense if apply
Fosse Instant 3 Removes a marker from the opponent
Healing Potion Temporary 3 Heals 7 points plus 1 point per turn - Turns: 3
Heroic Remedy Instant 1 Increases both Hp and max Hp by 5
Kite Shield Temporary 3 25% damage reduction per turn - Durability: 12 Hp
Long Sword Temporary 3 20% damage bonus per turn - Attacks: 5
Marksman Temporary 1 Inflicts 5 damage per turn - Turns: 3
Mourner Temporary 1 50% damage bonus per turn - Turns: 2
Plate Mail Temporary 1 33% damage reduction per turn - Durability: 15 Hp
Raid Temporary 2 Inflicts 3 damage per turn only to the enemy defense - Turns:5
Rapid Stab Instant 3 Inflicts 4 damage, half to the defense if apply
Rejuvenate Instant 2 Heals half of the missing Hp
Remedy Instant 3 Heals 5 points
Slash Instant 3 Inflicts 2 damage to the enemy
Tower Shield Temporary 2 20% damage reduction per turn - Durability: 8 Hp
War Cry Combo 1 You can table another card which effect's doubled

RumorsEdit

There have been some confirmed rumors by Elendil via the Playhaven forums that Redshift Games is working on a separate application based on The Quest's Gol'Crop card game, but no new information has been revealed at this time.


Looking at Sylons user info on the Redshift forum, they are at the moment working on a "new fantasy card game". It could be something along the lines of Gol'Crop but more in-depth.

Community content is available under CC-BY-SA unless otherwise noted.