Soldato
- Joined
- 16 May 2004
- Posts
- 7,252
- Location
- Derby
Hi guys.
I am currently designing a fantasy adventure board game for 4 players. It will be a co-op game with the aim to reach the kings castle and kill him. It is currently in the 1st phase of design and play testing.
The board looks a bit like this at the moment. Split into 5 regions. The starting region (r1) all the way through the other regions with the final region, the Castle where the kings resides.
Hexagonal Graph Paper by chris sharples, on Flickr
Players start on the brown space in between the mountains on the left side. The first region is the left part of the map which contains the mountains, woods and plains which all have movement modifiers. The second region is the big mass of forest in the middle. This is separated by a river but is still classed at region 2. Regions 3-5 have not been designed as of yet as the play testing is just for the balance and transition from R1 to R2 at this moment. Players move along the brown paths or can move across the plains and/or woods (of the forest in R2) They can only cross the rives by bridges or by boat which you can hire at docks.
Anyway. Player move and pick up a card from the corresponding deck to what ever region they are in. Cards contain, weapons, enemy encounters, spells, clothing, food, gold etc which will make your character better. You can gain followers to help you or hinder you. There are quests available in R2 and can take you to any region but obviously the further the region you are taken the harder it is to complete the quest. However the rewards are better. There are crypts on the board where you can enter and get better items but have to face harder encounters.
Our heros will have to adventure around R1 for a bit to get better before entering R2 and so on till you get to the King. You can take a chance by just drawing cards or you can visit certain locations to better your stats.
Our heroes have stats available to them:
Strength- what is used for combat, modifiers by way of weapons, potions and spells etc
Health- get you health to 0 and you die. BUT a chance of a res if you are in certain areas. Via a corpse run
resource- 10 Resource is what you all get and can be used to add to die rolls if you fall short on a roll you really need etc.
mana-cost to cast spells.
luck-3 luck each and you use one per round to re-roll if you want to.
gold- the currency in game. used to buy a boat, horse, items from shops in villages.
Right then, here is the main mechanic I am working on. Hence the balance play testing from R1-R2 (the transitions from R2-R3 etc will be straight forward once the first phase is balanced.
At the end of the first round, where all players have moved and actioned etc the King has a go. Dotted around the world are guard towers, different amount in each region. The king has his turn before the first player takes his next turn in round 2 and so on so forth.
the king (any player as its a co-op game) rolls a dice and has a chance to deploy a guard or two or 3 or even 4. On a certain roll the king will succeed and deploys a guard for each player in the region they are in. For example, if two players are in R1 and the king rolls well, he will deploy 2 guards and they are spawned at one of 3 towers( each guard rolls for what tower they spawn at), (based on a roll) he then will roll again for the R2 players, if successful he will deploy 2 guards in the towers in that region.. Now these guards instantly move a set number of spaces towards the nearest player. if the guard lands on a player space they then enter combat if the guards dont enter a space then they dont move until the next players turn. The guard who is in combat fights till the death of either the guard or the player (other players can join in to help. this involves a little modifier which is yet to be finalised). If the combat is not resolved then the next player takes his turn. If other guards land on a player then combat is started. And keep fighting on every players turn. Once he has finished the player in combat has to fight again. this carrys on turn after turn until player or guard is dead. However the guards not in combat are removed from the board. Once all players have had their second turn, its the end of the round and the king now rolls for sending out guards. If he rolled badly no guards are deployed but guards in combat remain fighting. If he rolled good then guards are deployed as before and that means there could be more guards to look out for. Having the guards move towards the players on each turn makes for players not to use paths all the time and have to venture into woods, mountains etc. Its a part of the game that has to be played to see the effect and so far it is quite harrowing, not knowing if he will catch you, players having to plan where they need to go, changing their route, risking combat etc. It does work so far just a little more testing to nail it down.
Now the big twist is, every time a guard reaches (not each time they fight) a player he gets more powerful. His strength and health increase. This is done by a dice roll. It could increase a lot or by a little. The more times guards land on players the more players have to quest, buy items visit locations to get stronger.
most of the players stats can increase from the starting quotat and also can be replenished by visiting locations. drinking water, potions etc. it is explained in more depth in the rules I have typed up so far.
So going by what I have put in this thread is it something you would like to try out via print and play to help test? You will need plenty of paper as there are a few hundred cards (i have made the cards smaller so there are 25 on each A4 sheet.) the map/board is 9 sheets large 3x3. player pieces and markers can be used from other games or just made yourself.
I still have a little work to do on the 1st phase to get it ready to PnP. you will only have the first 2 region to play and only two region decks, plus spell, shop/village decks. It is all about testing, feedback as you can tell. A bit crude around the edges but that stuff comes later.
So guys.. fancy it?
Link to current rules here
Edit: can a mod remove the 2 from the thread title please.
I am currently designing a fantasy adventure board game for 4 players. It will be a co-op game with the aim to reach the kings castle and kill him. It is currently in the 1st phase of design and play testing.
The board looks a bit like this at the moment. Split into 5 regions. The starting region (r1) all the way through the other regions with the final region, the Castle where the kings resides.

Players start on the brown space in between the mountains on the left side. The first region is the left part of the map which contains the mountains, woods and plains which all have movement modifiers. The second region is the big mass of forest in the middle. This is separated by a river but is still classed at region 2. Regions 3-5 have not been designed as of yet as the play testing is just for the balance and transition from R1 to R2 at this moment. Players move along the brown paths or can move across the plains and/or woods (of the forest in R2) They can only cross the rives by bridges or by boat which you can hire at docks.
Anyway. Player move and pick up a card from the corresponding deck to what ever region they are in. Cards contain, weapons, enemy encounters, spells, clothing, food, gold etc which will make your character better. You can gain followers to help you or hinder you. There are quests available in R2 and can take you to any region but obviously the further the region you are taken the harder it is to complete the quest. However the rewards are better. There are crypts on the board where you can enter and get better items but have to face harder encounters.
Our heros will have to adventure around R1 for a bit to get better before entering R2 and so on till you get to the King. You can take a chance by just drawing cards or you can visit certain locations to better your stats.
Our heroes have stats available to them:
Strength- what is used for combat, modifiers by way of weapons, potions and spells etc
Health- get you health to 0 and you die. BUT a chance of a res if you are in certain areas. Via a corpse run

resource- 10 Resource is what you all get and can be used to add to die rolls if you fall short on a roll you really need etc.
mana-cost to cast spells.
luck-3 luck each and you use one per round to re-roll if you want to.
gold- the currency in game. used to buy a boat, horse, items from shops in villages.
Right then, here is the main mechanic I am working on. Hence the balance play testing from R1-R2 (the transitions from R2-R3 etc will be straight forward once the first phase is balanced.
At the end of the first round, where all players have moved and actioned etc the King has a go. Dotted around the world are guard towers, different amount in each region. The king has his turn before the first player takes his next turn in round 2 and so on so forth.
the king (any player as its a co-op game) rolls a dice and has a chance to deploy a guard or two or 3 or even 4. On a certain roll the king will succeed and deploys a guard for each player in the region they are in. For example, if two players are in R1 and the king rolls well, he will deploy 2 guards and they are spawned at one of 3 towers( each guard rolls for what tower they spawn at), (based on a roll) he then will roll again for the R2 players, if successful he will deploy 2 guards in the towers in that region.. Now these guards instantly move a set number of spaces towards the nearest player. if the guard lands on a player space they then enter combat if the guards dont enter a space then they dont move until the next players turn. The guard who is in combat fights till the death of either the guard or the player (other players can join in to help. this involves a little modifier which is yet to be finalised). If the combat is not resolved then the next player takes his turn. If other guards land on a player then combat is started. And keep fighting on every players turn. Once he has finished the player in combat has to fight again. this carrys on turn after turn until player or guard is dead. However the guards not in combat are removed from the board. Once all players have had their second turn, its the end of the round and the king now rolls for sending out guards. If he rolled badly no guards are deployed but guards in combat remain fighting. If he rolled good then guards are deployed as before and that means there could be more guards to look out for. Having the guards move towards the players on each turn makes for players not to use paths all the time and have to venture into woods, mountains etc. Its a part of the game that has to be played to see the effect and so far it is quite harrowing, not knowing if he will catch you, players having to plan where they need to go, changing their route, risking combat etc. It does work so far just a little more testing to nail it down.
Now the big twist is, every time a guard reaches (not each time they fight) a player he gets more powerful. His strength and health increase. This is done by a dice roll. It could increase a lot or by a little. The more times guards land on players the more players have to quest, buy items visit locations to get stronger.
most of the players stats can increase from the starting quotat and also can be replenished by visiting locations. drinking water, potions etc. it is explained in more depth in the rules I have typed up so far.
So going by what I have put in this thread is it something you would like to try out via print and play to help test? You will need plenty of paper as there are a few hundred cards (i have made the cards smaller so there are 25 on each A4 sheet.) the map/board is 9 sheets large 3x3. player pieces and markers can be used from other games or just made yourself.
I still have a little work to do on the 1st phase to get it ready to PnP. you will only have the first 2 region to play and only two region decks, plus spell, shop/village decks. It is all about testing, feedback as you can tell. A bit crude around the edges but that stuff comes later.
So guys.. fancy it?
Link to current rules here
Edit: can a mod remove the 2 from the thread title please.

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