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Dam said:
On a related note, there is an Enemy in Blood Moon that can really do even worse than Astral Conjuction, namely Sepulchre Specte, which summons all Spirits from all regions to her space. Today's game she called in 30 points of Craft Spirits and being Night, that meant effective Craft 33 psychic battle
(one of the Spirits was the Craft 2 that runs away)!
Yes, that's the one. Thanks. Velhart was right with the first definition of Halloween card.
I do like the Sepulchre, but it has only come up once in play. I only play 2 player games and on average 1 time a month, occasionally more. I've been trying to get more folks I know to play, but so far, no go. (yet they always talk about this show "Big Bang Theory" where the characters sometimes play Talisman… sheesh)
But yeah, that is a deadly card under the right circumstances.
Without Signature
Triple "A" said:
Hi Oberon,
I doubt we'll see any new Lunar Events in the City expansion, because that's not a core dynamic from the base game. The City will likely have some new feature which adds to the overall game, but won't refer to elements from other expansions.
While deeper interactions between expansions is feasible, it hasn't been FFG's focus in the past.
I know you're 99% right, probably no new Lunar Event cards. I've lamented a few times that we didn't have things that connected you between some of the boards or concepts of the various expansions. To me its a no brainer that maybe there could be a secret passage in the Castle to the Dungeon - DUH!
Since I don't play often enough (and I'm not as much a fan of Highlands, like my co-player), I don't recall, but it would seem to be 'natural' to bridge/tunnel between the Mines on the Highland board to the Mines space in the Inner Region. Things like that.
So I've started coming up with *my* final small expansion set - after all the other boards and small sets that possibly come out have done so.
Its called "Keys to the Kingdom" and you should have all the other sets, because it connects to them all, but I suppose that is just my dream-wank on the idea.
In a nutshell, there are 4 'keys' represented by Adventure type cards. In the beginning of the game, setup, players take turns randomly placing 1 Key in each of the 4 corner expansions. Roll 3 die and add that players Craft or Strength (give the option?). The Key is placed faced down that many spaces into that board.
Each Key, on its own grants the owner some attribute, the usual, but I got + 1, Strenth or Craft, Start of Turn replenish fate (or lives?), Start of Turn replenish Spell (if entitled?) *But* whoever possesses 2 or more keys will get extra benefits, with all 4 keys providing - a chance - at another back door way to the Crown.
There's a bit more, but new Characters could include a locksmith (must have some ability that gives a slight edge to this concept). A new spell might 'move' the key closer to you, somehow. But if you cast the spell already owning a key, it makes the key move closer to you.
Things like that. If anyone indicates interest in this, I'll throw out few other ideas I came up with tonight (or start a new thread would be better).
Keep in mind, with the City thread, that additional Warlock Quest cards were added in a set after the Reaper, so it is possible that Lunar events or other concepts can be added to, through a small set expansion, at least.
Without Signature
0beron said:
So I've started coming up with *my* final small expansion set - after all the other boards and small sets that possibly come out have done so.
Its called "Keys to the Kingdom" and you should have all the other sets, because it connects to them all, but I suppose that is just my dream-wank on the idea.
In a nutshell, there are 4 'keys' represented by Adventure type cards. In the beginning of the game, setup, players take turns randomly placing 1 Key in each of the 4 corner expansions. Roll 3 die and add that players Craft or Strength (give the option?). The Key is placed faced down that many spaces into that board.
Each Key, on its own grants the owner some attribute, the usual, but I got + 1, Strenth or Craft, Start of Turn replenish fate (or lives?), Start of Turn replenish Spell (if entitled?) *But* whoever possesses 2 or more keys will get extra benefits, with all 4 keys providing - a chance - at another back door way to the Crown.
Hi Oberon,
Someone else on boardgamegeek came also with a idea that if we have all the corners, then you need to travel to each region and kill it's endboss etc
In this manner, we will use every region.
Or maybe if you have kill the endboss in the dungeon, Highland or Forest, then you must visit the king in the city, so that he will unlock the magic seal in the inner region, for some gold, so that you can pass through.
But it would make the game longer for sure…
But your idea is not bad. If every region has a key somewhere, then you must visit that region to pick it up.
Let's say that it is a very big key, and that you need 3 parts to make it complete. When you have all the parts, you could visit the blacksmith in the city.He makes the key for you for a sum of gold:) This will open the door to the inner region or to the dragon tower:)

Portal of Power key:)
The special rule with this key could be, that the text on the portal of power space is ignored, but that the door can only be opened with this key.
It's just some idea's:)
Velhart said:
0beron said:
So I've started coming up with *my* final small expansion set - after all the other boards and small sets that possibly come out have done so.
Its called "Keys to the Kingdom" and you should have all the other sets, because it connects to them all, but I suppose that is just my dream-wank on the idea.
In a nutshell, there are 4 'keys' represented by Adventure type cards. In the beginning of the game, setup, players take turns randomly placing 1 Key in each of the 4 corner expansions. Roll 3 die and add that players Craft or Strength (give the option?). The Key is placed faced down that many spaces into that board.
Each Key, on its own grants the owner some attribute, the usual, but I got + 1, Strenth or Craft, Start of Turn replenish fate (or lives?), Start of Turn replenish Spell (if entitled?) *But* whoever possesses 2 or more keys will get extra benefits, with all 4 keys providing - a chance - at another back door way to the Crown.
Hi Oberon,
Someone else on boardgamegeek came also with a idea that if we have all the corners, then you need to travel to each region and kill it's endboss etc
In this manner, we will use every region.
Or maybe if you have kill the endboss in the dungeon, Highland or Forest, then you must visit the king in the city, so that he will unlock the magic seal in the inner region, for some gold, so that you can pass through.
But it would make the game longer for sure…
But your idea is not bad. If every region has a key somewhere, then you must visit that region to pick it up.
Let's say that it is a very big key, and that you need 3 parts to make it complete. When you have all the parts, you could visit the blacksmith in the city.He makes the key for you for a sum of gold:) This will open the door to the inner region or to the dragon tower:)
The special rule with this key could be, that the text on the portal of power space is ignored, but that the door can only be opened with this key.
It's just some idea's:)
That's interesting, Velhart; maybe I should post more over there, ahahah! Anyway, I don't have all my notes (i'm at work!) but in Keys/Kingdom, once you have aquired the fourth key, you are automatically teleported to the Temple in the Middle regions. The keys basically' ultimate power is teleportation.
The Keys unlock a Secret Chamber in the Temple. Roll one die, no fate or any other spells or enhancements to your die roll. It is what it is:
1) You fall into that Big Black Void 2) The Grim Reaper is teleported to your space, refer his card 3) The Werewolf is summoned, refer to his card 4) either the Current Dragon Lord or the Dragon Rage? 5) Toad! (too harsh?) 6) Teleport to the Crown.
Caveats: You can not survive the Void, that is the only sure FAIL. It is possible to survive the others, but with the Toad, well you lose those keys, sigh.
I am really only an idea person and a pretty crazy one at that. So I have problems 'balancing' the ideas against the game mechanics. For example, I assume that keys can be lost to another player, or various encounters, in the normal ways. Is it to easy or not enough to retain keys? If you survive the die roll, but don't go to the Crown, you can move on your next turn but attempt to come back. Is that okay?
But my actual goal was to have connections to as many expansions as possible. I have obviously overlooked Frost March, and Sacred Pool, sorta. But I could think and tweak more too. Of course the likely hood of something like this happening, official is not very, but maybe it would inspire a home brew?
Without Signature
0beron said:
That's interesting, Velhart; maybe I should post more over there, ahahah! Anyway, I don't have all my notes (i'm at work!) but in Keys/Kingdom, once you have aquired the fourth key, you are automatically teleported to the Temple in the Middle regions. The keys basically' ultimate power is teleportation.
The Keys unlock a Secret Chamber in the Temple. Roll one die, no fate or any other spells or enhancements to your die roll. It is what it is:
1) You fall into that Big Black Void 2) The Grim Reaper is teleported to your space, refer his card 3) The Werewolf is summoned, refer to his card 4) either the Current Dragon Lord or the Dragon Rage? 5) Toad! (too harsh?) 6) Teleport to the Crown.
Caveats: You can not survive the Void, that is the only sure FAIL. It is possible to survive the others, but with the Toad, well you lose those keys, sigh.
I am really only an idea person and a pretty crazy one at that. So I have problems 'balancing' the ideas against the game mechanics. For example, I assume that keys can be lost to another player, or various encounters, in the normal ways. Is it to easy or not enough to retain keys? If you survive the die roll, but don't go to the Crown, you can move on your next turn but attempt to come back. Is that okay?
I think we have found a toad problem:) This would mean that he must collect the keys again. That's not really funny.
You could make a rule for the temple, that if you are still alive after you have roll the die, then you are back at the entrance of the temple. In your next turn, you must move away from the temple etc.
You could make another rule that each part of the key are always available in each of the 3 regions etc
Velhart said:
I think we have found a toad problem:) This would mean that he must collect the keys again. That's not really funny.
You could make a rule for the temple, that if you are still alive after you have roll the die, then you are back at the entrance of the temple. In your next turn, you must move away from the temple etc.
You could make another rule that each part of the key are always available in each of the 3 regions etc
On balance, the last idea is probably right; perhaps in addition to the cards laid at the beginning there could be an extra 'key' in each of those boards expansion sets to discover.
Toad wasn't my first idea actually. But I need to find those notes I mentioned.
Thanks, alot, really, Velhart, for discussing and showing some interest. I suppose, technically, I should move this thread or part to Home Brews section.
I'm going through withdrawl; I haven't play in 3 weeks, I think. All this talk of the New set is driving it too!
Without Signature
Halfling said:
When will FFG officially announce this? lol been waiting impatiently!
Probably in september.
Maybe we hear something next week or the week after that:)
I can't believe this news escaped my Google alert and I found this out accidentally. Desperately waiting for more news but this is a definite insta-buy!
Without Signature
Nioreh said:
Cmon FFG, just announce the damn box already!! 
All together now: TAL - IS - MAN! TAL - IS - MAN! TAL - IS - MAN!
Without Signature
I'd love to see the City as more of an enhancement for the rest of the current game, including all previous expansions, rather than a new exploration/leveling region. If the assumption could be made that the player already owned all previous expansions we could see the city as more of a hub not only for quickly traveling throughout the regions but for a reason to travel to them in the first place. Maybe you need to source a key to open the lair of the Lord of Darkness from the city, visit a powerful magician to change the day to night or directly buy randomly drawn dragon scales from a mysterious merchant.
The reasoning is that in my games at least, the regions are more of an optional sidetrack without specific objectives (Other than leveling in general or jumping from the end of the Dungeon to the end game) and have little to no interaction with each other or the base game board. I do like them but I wish they had more purpose and formed a complete story arc between each other, and I think a central hub like the city could achieve this.
Anyway, the expansion is probably at the printers already so it doesn't matter in the long run. If it's the complete opposite of this and turns out just to be a new region with a new card set I'm still going to buy it the second it's released. Need more details asap!
On the subject, can you preorder?
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Boombastix said:
Anyway, the expansion is probably at the printers already so it doesn't matter in the long run. If it's the complete opposite of this and turns out just to be a new region with a new card set I'm still going to buy it the second it's released. Need more details asap!
On the subject, can you preorder?
I think it's not at the printer yet, otherwise the expansion should already be announced.
Boombastix said:
I'd love to see the City as more of an enhancement for the rest of the current game, including all previous expansions, rather than a new exploration/leveling region. If the assumption could be made that the player already owned all previous expansions we could see the city as more of a hub not only for quickly traveling throughout the regions but for a reason to travel to them in the first place. Maybe you need to source a key to open the lair of the Lord of Darkness from the city, visit a powerful magician to change the day to night or directly buy randomly drawn dragon scales from a mysterious merchant.
The reasoning is that in my games at least, the regions are more of an optional sidetrack without specific objectives (Other than leveling in general or jumping from the end of the Dungeon to the end game) and have little to no interaction with each other or the base game board. I do like them but I wish they had more purpose and formed a complete story arc between each other, and I think a central hub like the city could achieve this.
you speak my language! Cool ideas! I 'll stop talking about Banks now, Mysterious merchants, moneylenders (with an enforcer named Guido!) and much mayhem!
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