Monday, June 4, 2012

Board Design v.1

Alright this is going to be the initial board design. And here's the rundown of how the areas are going to work.

All areas allow for event draws by tapping one action energy. Doing so allows the player to draw an event card from their respective area.

Event resolutions will vary on the difficulty and the rewards. Simple events can be resolved by paying the proper energy cards OR by rolling dice of some sort, considering players might not have the kind of necessary energy required to resolve these events early game. Harder ones will require both a roll and energy. The hardest will require discarding cards from the field or hand into the player's discard pile.

School: Primary purpose here is to collect basic Fitness, Intelligence, and Social energy cards for the player's decks. Events here grant basic skills

Residential:
Home - Players return here to sleep, which lets them shuffle their discard deck into the draw pile
Neighborhood - Events here grant advanced social skills and special conditions. One of the ideas is to have a mad scientist's lab that will bestow race changes to the player. The lab was going to be really random on the benefits and losses to the player, but grants access to some of the better rewards in the game.
Fortune Teller - This would be the place for players to trade in cards they don't need, namely skill cards. Still deciding how this should work. It might be just a take a card, leave a card kind of place. Events here would act like the neighborhood but for magical situations.

(Hum, originally I wanted the shrine to be used for magical events, but if I can fold those situations into the Fortune teller, that means one less place to on the board to fill.)

Shopping District: Where players earn money and buy equipment, and meet companions. Events here are on the harder end.

No comments:

Post a Comment