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.
BettingEditThis 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.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|
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 TableEditThe table itself is suprisingly simple:
- Player Side - The player will always be at the bottom of the screen.
- NPC Side - The NPC will always be at the top of the screen.
- Deck - This represents the deck being used, and where cards are drawn from at the end of a turn.
- Markers - These are the slots where Temporary cards may be played into.
- 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.
- 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.
- Forfeit - Players can give up on a match by tapping this area.
- 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.
- 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.
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.
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.
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.
DecksEditThe 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.
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|
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|
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|
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.