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DungeonGobbo

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A member registered Aug 08, 2022 · View creator page →

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(5 edits)

UPDATE IN PROGRESS

Below are some things I'm  currently working on. This list is not exhaustive and I may or may not update it as I work through things. 

Dwellings Book (DONE)

  • Kraythen Keep (DONE): Finally write a first draft for this dwellings description
  • Zornagash (DONE): Finally write a first draft for this dwellings description

Advanced Rulebook

  • Clean Up: The Advanced Rulebook needs to be organized into chapters like how the main rulebook is. 
  • Skill Perks (DONE): Perks that unlock once you reach d12 in a skill
  • Bric-a-Brac (DONE): Table of random items that aren't worth much
  • World Events: Random events that happen in the world while you're exploring. Possible events: bandit raids, dragon attacks, weather, etc.
  • New Realm Mode: This mode needs to finally be expanded since it seems like it would be very important for solo play

Card Decks

  • Several cards need various changes to be up to date with the latest version of the game

NEW UPDATE

UPDATE SUMMARY

This is mainly a clean up update to make sure everything looks and reads better. 

  • Rulebook Clean Up
    • A lot of sections needed to be cleaned up for typos and inconsistencies, so a lot of that’s been done. 
  • Dwellings Book Overhaul
    • The layout of the Dwellings Book has been completely overhauled and the wording for many of the dwellings has been reformatted and reworded for clarity and consistency.
  • Advanced Rulebook Update
    • The Advanced Rulebook was updated according to the most recent version of the game.
  • XP Update
    • The way player characters and followers gain XP has been changed to be a whole lot simpler and similar to one another. This also means that the character sheet is a little easier to look at now that those 250 XP circles have been reduced down to just 50.

DETAILED UPDATE

Rulebook

  • General
    • I combed through the entire rulebook and made a lot of updates to the wording of many sections for clarity, typos, and keeping the rules consistent with the current version of the game. This was essentially a massive clean up run, so I won’t be listing out each individual change. 
  • Glossary 
    • Defined the term ‘Trait’
  • Components
    • Updated component explanations to be up to date with the most recent component versions
  • Setup Example
    • Many of the components depicted in the example are out of date, so everything has been updated.
  • Character Creation
    • Added a bit more to the lore of the Human race (the overall wording still needs to be redone, but most of the content for the lore is there)
    • The rule that characters starting out in a sphere of magic could purchase additional spells other than the 3 they start out with has been removed. 
    • The pre-made characters have been adjusted to account for the above rule change that new characters can only start out with 3 spells.
    • The Witch, a new pre-made character, has been added
  • Encounters
    • Reworded the Evil alignment section to help players consider different forms of evil
    • Added a bit more description to the Monster alignment description
    • Reworded the Animal alignment section (Next Update)
  • Actions, Skills & Followers
    • The way that player characters and followers gain XP has been overhauled. PCs need 10XP to level up a skill and followers need 6XP to level up a skill. A follower also starts their secondary skill off one die step lower than their primary skill, but they may not level up their secondary skill higher or equal to the same level as their primary skill. The examples have also been updated to reflect these changes.
  • Travel, Dwellings & Dungeons
    • Dungeon rooms now have 3 different types: Chambers, Passageways, and Stairs. Chambers can be searched for items, passageways are narrow and you therefore can’t perform the Switch action while in them, and stairs increase the number of rooms in a dungeon.

Character Sheet

  • Included a section for ‘Drive Points’ which exist as an optional rule found in the rulebook under the section called ‘Character Creation’
  • The skills sections for both the player character and their followers has been changed to reflect the recent XP update.
  • Fixed the ‘Casts/Day’ to ‘Casts/Turn’
  • Expanded the ‘Notes’ section

Map

  • A note has been added to remind players that movement has a -2 penalty when travelling in mountains and swamps
  • The room numbers for caves, tombs, and fortresses have been added so player don’t have to consult the Dwellings book as often

Dwellings Book

  • Completely overhauled the layout of the Dwellings Book. It should be much easier to read and navigate now.
  • Rewrote many of the dwellings’ descriptions for clarity and consistency with the current rules of the game.
  • Zyphus, from the Sky Encounters table, has been added under the Winterhaven dwelling.

Advanced Rulebook

  • Added the Sky Encounters table as part of the advanced rules (it was previously in the main game, but the encounter tables have since then been transformed into cards and there is currently no space for the sky encounters on the travel cards). It’s possible a new deck of travel cards will be made that will have the sky encounters as well as other special encounters (water?). 
  • Some clean up has been done to ensure the advanced rules reflect rule changes made in previous updates
  • A new section titled ‘Equipment’ has been added. This used to be part of the base game rules but was removed as an equipment power die doesn’t fit on the Travel and Dungeon cards.
(8 edits)

UPDATE IN PROGRESS

Coming in with a progress update for the upcoming changes to the game. I will update this as I work through things. Sections marked as '(DONE)' will be coming in the next update to the game.  

Rulebook Clean Up & XP Overhaul (DONE)

So, after printing out the latest rulebook and looking over the whole thing, I noticed there are a lot of areas I need to clean up (reword for clarity, fix typos, and update certain sections that I missed from the last update that still contain older rules or terms). I also simplified the XP system for PCs and followers. The XP systems are also much more similar to make everything more consistent. 

Dwellings Book (DONE)

Completely overhauled the formatting and did some rewording for clarity and consistency with current rules. I may need to reformat this again in the future as I'm still not 100% satisfied with it. 

Advanced Rulebook (DONE)

This needs to be cleaned up so its consistent with the most recent rule changes. I will also be adding the Sky Encounters table in here for now since it didn't fit in the Travel Cards. I may also be adding in other sections as well depending on how things go. 

Character Sheet (DONE)

The character sheet needs to be updated with the most recent rule changes.

Map (DONE)

The world map needs a few additions. 

(8 edits)

NEW UPDATE + 500 DOWNLOADS!

UPDATE SUMMARY

  • CARDS!
    • Say goodbye to the Adventure Book because cards are now in! This update introduces 4 decks of cards so you can very quickly generate random results without having to flip through pages of random tables.

DETAILED UPDATE

Rulebook

  • General
    • Since the Adventure Book has been replaced by decks of cards, many sections in the rulebook have been changed to reflect this. Listing all of the changes would make for a huge list, so you’ll have to just see for yourself. 
  • Character Creation
    • Reworded the lore descriptions for the following races: Vasilith, Orc, Tsar (Human, Dwarf, and Elf still need to be done). The wording before felt more like disjointed facts as it was mainly written as my notes about the races. The writing for these entries should now be more cohesive and flow better. I’ve also tweaked some aspects of the lore to fit better with my current vision of the story behind the Sundered Kingdoms.
    • The names from the Adventure book have been moved to their respective race sections to make coming up with a name during character creation easier and more accessible. 

Travel Deck

  • This update re-introduces the travel deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.

Loot Deck

  • This update re-introduces the loot deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.

Dungeon Deck

  • This update re-introduces the dungeon deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.

Character Deck

  • This update re-introduces the character deck with a much needed visual overhaul. Many cards have also been updated for balance and clarity.

UPDATE IN PROGRESS

Just a quick update on where things are at. After doing the last update, I've gotten back into designing the cards and have decided to replace the Adventure Book with the cards when they are done.  Every time I'm playing the game, I get annoyed at flipping through the adventure book so much and I think it could put people off from playing the game. I remember when I used to play with the cards that I loved how fast it was to draw all sorts of cards and generate encounters and characters so quickly.

The Travel cards that contain all the overland encounters are almost done. Once I have all the card decks done, I will upload them to the current version of the game and remove the Adventure Book. Not going to make any promises, but I would like to have all the decks done by the end of January. Hopefully I can also do another playthrough video at some point, but I'd rather focus more on game development than making another video. 

Sure thing! And, yes, I've considered it. I think I would make a huge example starting with character creation and including a little bit of all of the rules. One reason I held off on that is that it would need to be updated a lot each and every time I update the rules. I will add it to the to do list though.

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Hi, Bubba! The idea that you need an item to perform a particular action is left more up to the interpretation of the player. For example, if you would want to scale a wall, you could do so without any items or tools if it would make sense to you. When scaling a mountain, however, it would probably make more sense for you to use some things like a rope and hook. But, hey, maybe you envision your character as this master mountain climber that doesn't need any tools for scaling mountains. 

Since a huge part of solo roleplaying is about player imagination and interpretation, I wanted to leave this particular rule open to that idea. For me, I imagine how a player would tell a DM they want to do something. The DM would then decide if the action requires an item to perform it (for example, taking a sample of water would require a receptacle of some kind for storing it).

To sort of reward more creative thinking, there exists an optional 'Item Bonus' rule for when the player determines an object would be needed to perform an action. I pasted the rules covered in that section for you below (you can also find it on page 31 of the latest version).

As an optional rule, you may decide that using one or more items when resolving a skill test grants +1 to your roll (this rule does not apply to attacks made in combat). While this gives items an even greater utility, it also makes the game somewhat easier.

I hope that clears it up a bit, but, if not, feel free to ask further questions any time.

Thanks, Keren! 

Thanks, Bubba! I still got plans for writing the rules for those who wish to create the world as they explore it (the 'New Realm Mode' in the Advanced Rulebook). I was going back and forth if the standard game should not come with a map and you write it as you go, but given all the other things you have to juggle as you play, I decided to stick with the game map for now. The action system is a new addition because I felt resolving encounters may have been slightly too vague (still going to need to test that out to see if it feels better). 

Spellswords community · Created a new topic Update Plans
(10 edits)

The following list outlines everything that needs to be done before the game is ready for its full release. Over time, things will be completed, removed, and/or changed. The list will mainly be updated as the game is updated. 

Rulebook

  • Glossary
    • Reword the following terms:
      • Primary Action
      • Trait
  • Character Creation
    • Rewrite the summaries for the Elf and Dwarf races
  • Actions, Skills & Followers
    • Actions
      • The actions are mostly detailed on the Actions Reference sheet. I need to put the actions in the rulebook with examples. 
    • Multiple players in the same party 
      • This needs to be added as a new section that answers a lot of questions
      • How does everything work? (idea: -1 follower per player, and max of 3 players can be in the same party)
      • How do primary/free actions work exactly when you’re in the same party? 
  • Combat & Death
    • Add a note in the ‘Soulbinding’ section that the character sheet has a section to write where exactly your soul is bound to (consider showing an example with a picture). 
  • Magic 
    • Reword the section on the ‘Four Spheres of Magic’
    • Instead of learning spells from scrolls, consider changing it so that you have to go somewhere special to learn new spells (idea: Cathedral: Holy, Azurite Spire: Chaos/Arcane/Nature, Winterhaven: Arcane, Elden Citadel: Nature)
  • The Game Master
    • Finish writing this section and add illustrations as well
  • Other
    • Cannot sneak or cast spells while wearing metal armor (add to all metal armor descriptions). Need to add to various sections of the rulebook and change the descriptions for all metal armor to state this.
    • Create a huge example of play starting with character creation and possibly ending after having delved in a dungeon. This could be a section included at the very end of the rulebook and would have an example of just about every rule included.
    • Design a cover for the back of the rulebook
    • Redo the layout in Affinity

Advanced Rulebook

  • Organize the rules by categories as they are organized in the main rulebook (e.g.: survival rules, exploration rules, dungeon delving rules, etc.)
  • Add more rules (ongoing)
  • Redo the layout in Affinity

Character Sheet

  • Add a ‘Current Location’ section to make returning to a saved game easier
  • Consider hiring an artist to redesign (this will be done once the rules for the game are fully complete)
  • Redo the layout in Affinity 

Dwellings

  • Finish writing the following dwellings: Knave’s Cradle, Werewolf Den
  • Consider completely redesigning the current layout
  • Redo the layout in Affinity

Cities & Villages Sheet

  • Redo the layout in Affinity

Spellbooks

  • Find appropriate illustrations for the front covers of each spellbook
  • Convert the spellbooks into small, hand-held booklets
  • Redo the layout in Affinity

Dungeon Maps

  • Redo the layout in Affinity

Game Map

  • Adjust the different terrain hex colors so they stick out better (e.g.: mountains and forests)
  • Find a way to add in the hex letters/numbers into every hex (e.g.: A9, B12; G20, etc.). Ideally white text with a black border (or vice versa). 
  • Create large version 

Quick Reference Sheet

  • Make a list of all rules that are core to the game and some notes of things to keep in mind (how to conduct combat, how to resolve encounters, how to learn new spells, etc.). Ideally this should be a single page that is either single- or double-sided. 
  • Redo the layout in Affinity

Cards

  • Design the Oracle cards
  • The cards will receive balance updates as playtesting continues.
(3 edits)

NEW UPDATE

UPDATE SUMMARY

  • Advanced Spellswords
    • Tons of new optional rules have been added and moved into a separate file called ‘Advanced Spellswords’ (originally they were in the section titled ‘Optional Rules’ in the main rulebook). 
  • Action Overhaul
    • A reference sheet has finally been added. The first of the rules to be summarized are the actions a player can perform in their turn. The action system has also been completely overhauled. 

DETAILED UPDATE

Advanced Spellswords

  • This is a new component that has been added and contains all optional rules. The section ‘Optional Rules’ from the core rulebook have all been moved to this new component. This file can be found in the ‘Optional Rules’ folder.
  • Fortress Building
    • Added rules for other players to be able to participate in player-held tournaments
  • Advanced Alchemy 
    • The ‘Shockwave’ potion effect has been changed to ‘Healing’
    • Added a note regarding that each monster part can only be used in a single recipe
  • New Sections Added: The following sections have been newly added with the addition of some new illustrations as well
    • Racial Abilities
    • Racial Reactions
    • Animal Activities
    • NPC Activities
    • Mortal Wounds
    • Camp Encounters
    • Pick Pocketing

Rulebook

  • General
    • Slight formatting, grammar, and typo fixes
    • Slightly reworded some sections for clarity and correctness
    • All references to the ‘Dwellings Sheet’ have been changed to the ‘Dwellings Book’
    • Actions in the game have been redefined and more explicitly defined to help clear up any confusion as to what types of actions can be performed and what skills to use to conduct such actions. Before it was purposefully somewhat vague and more open to interpretation to encourage players to focus on using their imagination to resolve encounters.
  • Glossary
    • Added the following definitions 
      • ‘Party’
    • Reworded several definitions for clarity and correctness
  • Actions
    • This section has been overhauled and moved to fit in the Actions, Skills & Followers section (orginally the Skill Tests & Followers section)
  • Encounters
    • Added a heart symbol in the ‘Hit Points’ section
    • Slightly reworded the section on ‘Power Dice’
    • Added a new heading under ‘Power Dice’ called ‘Modifiers’
  • Skill Tests & Followers
    • Added an ‘Item Bonus’ optional rule under the section ‘Skill Tests With Items’
    • Reworded the section on ‘Follower Skills’ for the sake of clarity
    • Rewrote how skill tests work 
    • Fixed a typo in the example regarding Logar gaining XP in his encounter with a thief
  • Combat & Death
    • Reworded the section on ‘Death & Retirement’
    • Reworded the section on ‘Calm & Befriend’
    • Rewrote the section on ‘Combat Actions’
  • Oracle
    • Slightly reworded the example in the section ‘Strange Results’
  • The Game Master
    • The contents of this section have been temporarily removed. Once the writing is finished, everything will be added back in.
  • Optional Rules
    • Removed the Optional Rules section from the rulebook and created a new component called “Advanced Spellswords” where all optional rules will be maintained. All notes regarding changes made to the optional rules are mentioned under the the ‘Advanced Spellswords’ section

Map

  • Changed ‘Capitals’ to ‘Cities’
  • Changed ‘Towns’ to ‘Villages’
  • Added a section called ‘Dungeons’


Actions Reference Sheet

  • This is a newly added game component that summarizes the types of actions, how to perform them, what skill to use, and whether they are a primary or free action.

400+ Downloads! 

Whoo! Thanks to everyone who've downloaded the game!

What have I been up to?

Hey guys! It's been a while since my last post as I needed to take some time away from actively developing the game so I could have some time playing it and also just get a break for a bit to get to work on other things going on in life. Well, there's no way I'm giving up on this game in case anyone was wondering. In fact, I would like to share a sneak peek at what I've been up to! 

I'm currently trying to bring the tables from the Adventure Book back to their original card forms (fonts will need some changing for readability... I mean, just look at that 'M' for 'Monster' for the Gaseous Spore), Here's what they used to look like:

What's the plan?

So, yeah, definitely a pretty big upgrade will be coming at some point. I wish I could say when I'd have all the cards done by, but it's hard to say at the moment as I've been quite busy with other responsibilities as of late. At the very least I would like to share my plan for the next update:

  • Turn all encounter tables into encounter cards 
  • Turn all dungeon related tables into dungeon cards
  • Turn the quests, reactions, and some of the character tables into character cards
  • Turn the spells, enchantments, curses, goods, treasures, and artifact tables into loot cards

So, in total, there will be four decks of cards. It's possible that an oracle deck will be coming at some point, but that's going to be very low on the list of priorities. I'm also going to create the sky encounter deck separately as (1) there's no way I could fit it with all the other encounters on the encounter cards, and (2) the sky encounters are insanely difficult so I'm thinking they will be more like an optional addition to the game for those seeking an even greater challenge (maybe it will be a part of a 'Challenge Deck' that will have some other terrain like water and the desert). 

Keeping these cards constantly up to date with the latest version of the game will probably be a huge chore that will take away precious game development time, so I can't guarantee that I will update them all that often if at all after creating their first versions. For that reason, the Adventure Book will be staying for those who wish to have the most up to date encounters, loot, etc.. 

(4 edits)

NEW UPDATE

Hey guys! I'm back with another update. This one focusses on fixing a lot of minor things while also introducing some new mechanics such as new functionality for the longsword, being able to now dig your own tunnel out of jail, and a huge section on how you can claim and build up your own fortress.  

Rulebook (0.9)

  • General
    • Updated the wording of the ‘File Naming’ section
    • The ‘Tent’ and ‘Large Tent’ had different die values in several sections of the rulebook. All of the values have been updated to match those found on the Cities & Villages sheet.
    • Updated the wording on many different sections for clarity, consistency, etc.
    • General typo fixes
    • General formatting fixes
  • Game Setup 
    • Slightly updated wording in some sections
  • Glossary 
    • Defined ‘Follower Skill’ under ‘Level Up’ 
    • Fixed the formatting of the ‘Optional Rules’ section 
  • Character Creation
    • In the ‘Pre-Made Characters’ section, changed the wording of ‘Trained Skills’ to ‘Skills’
  • Encounters
    • In the ‘Encounter Roll’ section, changed the wording regarding the section on ‘Travelling’ to better reflect the most current rules for encounter rolls
  • Combat & Death
    • Made a note about that you cannot make melee attacks from the back row
    • Updated the ‘Using Items to Rest’ example
  • Optional Rules 
    • Adjusted the wording in the ‘Cooking’ section from ‘3 days’ to ‘3 turns’
    • All of the rules regarding building your own fortress has been added in
  • Magic
    • Reworded some sections that mentioned ‘daily casts’ to ‘casts per turn’
    • Updated the Spells table to match the one found in the Adventure book. The spheres of magic were also connected to the wrong spells, so that’s been fixed as well
    • Added a note that you do not gain XP from making tests against the Miasma die

Adventure Book (0.9)

  • Adjusted the ‘Talking’ enchantment wording of ‘day’ to ‘turn’
  • Changed the ‘Tent (d12)’ to ‘Large Tent (d10)’
  • Shortened the ‘Binding’ enchantment so that the note regarding the usage of enchantments would fit on the enchantments page again
  • Updated the ‘Longsword’ and ‘Magic Longsword’ with the newly introduced ‘Parry’ effect
  • Re-alphabitized the chaos spells 

Dungeon Maps (0.8)

  • Updated the quality. It was very pixelated before.

Cities & Villages (0.9)

  • Adjusted to presentation of the power and cost of items to make it more clear that the cost of items is tied to their power die value
  • Slightly adjusted the formatting of the ‘Tavern’ table
  • Added a ‘Parry’ effect to the ‘Longsword’
  • Slightly reformatted the ‘Jail’ section for readability
  • Added an option that characters who are jailed can attempt to dig a tunnel into the sewers to escape

Dwellings Sheet (0.9)

  • Goblin Fortress: Added a note that if Grubfang wasn’t encountered in the first two fortresses, then you are forced to encounter him in the last room of the third fortress.

Chaos Spellbook (0.8)

  • Changed the ‘Fear’ spell to ‘Cause Fear’
  • Changed the ‘Deathspeak’ spell to ‘Speak with Dead’

Arcane Spellbook (0.8)

  • Changed the ‘Enchant’ spell to ‘Acid frog’

Character Sheet (0.9)

  • Added a section for players to write in which temple their soul is bound to
  • Character sheet should also appear in a better quality as the last version 
(1 edit)

We just reached 200 downloads! 

Thanks everyone! I'm hoping to get new updates coming in before the end of the month. Stay tuned here for all details regarding those updates.

I put all of the files in a zip folder to make downloading everything easier. I'll still maintain version numbers for each individual file within the zip folder.

Version 0.8 

Here's a brief breakdown of the changes to be found in version 0.8. These changes are not comprehensive but should list most things.

Rulebook

  • Typo and formatting changes
  • Added in many illustrations (see the note about illustrations on the second page)
  • Added an illustrated cover page
  • Changed the rules for travelling to be more simple and for you to encounter something every turn
  • Added an Optional Rules section (some parts are still work in progress)
  • Added a draft of information for The Game Master section (to likely be completed in the next version)
  • Updated some old pictures that didn't represent the current version of the game
  • Changed 'Casts/Day' to be 'Casts/Turn' to clarify how regaining spells works
  • Added a section about the front and back rows in the Combat & Death section
  • Added a table regarding Combat Actions
  • Added further clarifications as to how actions work
  • Added several changes to different sections of the rules for the sake of clarity
  • Added a new form of treasure called 'Artifacts'

Dwellings Sheet

  • Greatly expanded the content for several dwellings
  • Created a first draft of the following dwellings: Werewolf Den, Elden Citadel, and Winterhaven
  • Removed 'Zyphus' and put it in the new Sky Encounters table

Character Sheet

  • Changed 'Casts/Day' to 'Casts/Turn' in accordance to the change made in the rulebook

Adventure Book

  • Changed the name of the 'Book of Tables' to 'Adventure Book'
  • Updated a few spell names
  • Rebalanced several encounters
  • Added a new encounter table: Sky Encounters
  • Split the Treasures table into Treasures and Artifacts

Map

  • Removed Zyphus from the map (it can now be found i nthe new Sky Encounters table)

Cities & Villages Sheet

  • Renamed the 'Castles & Towns' sheet to 'Cities & Villages'
  • Updated several things here to match with current rule changes
Spellswords community · Created a new topic Update Notes

Here I will post all notes related to updates made to the game

Would you like to share a particularly fun session you had with the game? Feel free to do so here!

This is very well laid out. I tried it out and met my first enemy: a Bugbear. We engaged in combat and I rolled, hit, and did a little damage, then he rolled and missed, then I rolled, hit, and did a little damage, then he rolled and missed, and so on. He never managed to land a single hit on me, and after doing so many rolls where it felt like I was just slowly whittling down a number, I had to put the game away. 

I'm not sure if it's possible to speed up combat somehow by making monsters stronger but with less health? Alternatively, you could make it so that in every round someone receives damage so there aren't a bunch of combat rounds where nothing happens. Either way, this is a cool little project you've got and I wish you the best in the future development of your game. With a bit of fine tuning, I'm sure it could turn into something pretty awesome.

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Do you have any feedback or ideas you'd like to share? You've come to the right place!

Spellswords community · Created a new topic Bugs & Typos

Does something not seem to be working quite right? Did you find a typo somewhere? Feel free to post about it here!

Feel free to ask any questions here regarding the clarification of rules. 

Hey, thanks a lot for clearing everything up! Yesterday I played it for the first time and took it to a friend's place and we all played together and it was a lot of fun. Very much looking forward to any updates you have in store for this game! 

(2 edits)

Hey, thanks for the clarifications. I didn't know that defeated monsters are still technically alive after defeating them (since it's not stated anywhere). The rules made it seem like anything that's been flipped over already counts as a blank territory.

Also if you can 'grind' monsters. Do you have to step out of the card the monster is on then back on to fight them again or can you just stay on the card and fight the monster for as many turns as you want? 

And for the Megabeasts: If you defeat one of them and get the rewards, I'm guessing there's no point to ever trying to fight any of the other ones since the rewards state they can only be collected once per game and not once per game per megabeast. So, if I defeat the Hearts Megabeast and collect the reward, I will get no reward for defeating the Clubs Megabeast, right?

Just wanted to say that I'm really liking this game and am utterly impressed how you managed to fit so much depth into such a simple game. I just have a few points of confusion below. 

If I am playing alone and don't have any bonuses, if I encounter a 7, 8, 9, or 10, do I just auto-lose since it would be impossible for me to roll any of those numbers on a d6? This creates a weird situation in places like the Hard Lands where if you fail the roll, you have to stay there. So, if you encounter a 7 or 8 and you have no bonusses, you essentially auto-lose the game. I was playing with a group and we just house-ruled that you could roll 2 dice when you had no bonuses as it otherwise felt a little silly to lose the entire game on one unlucky encounter.

Another thing that I found weird is that the supplies are defined as "Needed to live, travel, and tend to wounds" but nowhere does it say that you can use supplies to heal injuries. Is the only way to heal an injury by someone using the Holy Rod on you, using the Healing Herbs, or you paying for removing injuries at a town? I found it a bit annoying having to circle back to the town over and over every time I got too many wounds and it made my supplies dwindle quickly so all my treasures would be spent on supplies and the injury healing fee. Is the game designed for you to keep going in this loop of venturing out and returning to town every few turns?