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Fantasy Innkeeper - Revisited

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questccg
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Hi all,

I know this topic has been posted up earlier (see thread: http://www.bgdf.com/node/12643 ). But I had some more ideas that diverge a bit from the original concept. Sufficiently that it is simply not about serving *ales* or *cider* but more about adventure.

So let me explain my general ideas regarding this game.

  • Each player starts with one (1) city (colored card) which is the Home of his hero.
  • To his city, he can upgrade his city by building various upgrades (cards) like a Tavern, a Shop or an Inn.
  • Once he builds an Inn, he can then choose to expand by picking another city to inhabit.
  • Each city can hold up to three (3) heroes, when you populate a new city your hero count drops by 1.
  • Heroes when they leave a city go into a *Quest Mode* where they earn treasure and gold.
  • Quest Mode continues until a player decides to call it quit (Press-You-Luck mechanic).
  • Each player plays a *type* of hero (Fighter, Cleric, Thief, Paladin, Ranger, Mage).
  • Player's *travel* the nearby cities to build a party to go on more difficult Quests...

Now I'm thinking the game should be with cards (city card, Tavern card, Inn cards) unlike monopoly where they are just tokens.

Anybody care to share any additional ideas or comments... ?

questccg
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Co-opetition

I was also thinking that the game should be a co-operative game:

  • Monsters appear in cities and cities need to be rid of monsters.
  • A city can be infested with Monsters (Maximum 3 Monsters per city).
  • When a city gets infested, the Monsters can conquer that town.
  • Cities that get infested can pose a risk to nearby cities... The infestation can GROW.
  • There are four (4) classes of monster - each one has a Boss who leads that class of monsters.
  • If you defeat a Boss, you defeat all his evil minions;
  • To win the game, player's must defeat all four (4) Bosses...
StagCutlery
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You may need a "map"

How about Monsters come from somewhere else and invade the cities? They move from their "spawn points" and travel to the cities. Cities should offer some benefit other than heroes (Discount on items, Discount on heroes, Religious city that makes defeating undead easier, for example). If a "Captain/General" monster makes it into a city, that city becomes a staging area for more monsters to pour out. When a city is overrun, it loses that benefit. Too many cities overrun and the game is over.

If you stick with four monster types, then I suggest five base classes; one generic type (will do in a pinch), and one specialized type for each monster type. You could also work in hybrid classes if you wanted.

jerdude
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Sounds cool...

... but definitely sounds like enough of a divergence from the original to make it an entirely different game.

Just pointing this out because, personally, I found the original theme to be more appealing and would still love to see that fleshed out :-)

Corsaire
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Different game

Agree, seems like an entirely different game. You've gone from a novel Euro-style fantasy themed game to a longer adventurer focused building game. I'd probably get the inn one for a variety of reasons. But I'd skip the new version as it seems like a dime a dozen and the best of that class are computer based.

questccg
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Yes and no

StagCutlery wrote:
How about Monsters come from somewhere else and invade the cities? They move from their "spawn points" and travel to the cities.

Well actually I was thinking that player draw a Monster card which tells them what city the monster will *spawn* (for lack of a better term) at. When the amount of monsters exceeds three (3), there is an expansion of monsters in adjacent cities (1 per city).

StagCutlery wrote:
Cities should offer some benefit other than heroes (Discount on items, Discount on heroes, Religious city that makes defeating undead easier, for example). If a "Captain/General" monster makes it into a city, that city becomes a staging area for more monsters to pour out. When a city is overrun, it loses that benefit. Too many cities overrun and the game is over.

Yes when there are too many cities overrun by monsters, player's lose the game.

StagCutlery wrote:
If you stick with four monster types, then I suggest five base classes; one generic type (will do in a pinch), and one specialized type for each monster type. You could also work in hybrid classes if you wanted.

I wanted six (6) classes since I would want the game to be played from 2-6 players. Four (4) monster classes and obviously four Bosses. When you defeat a boss, that population of monsters no longer grows...

questccg
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I may need a "map"

The idea of using a board is something to consider. However it would make using cards difficult. What I mean to say it would be difficult to have cards and a board.

Also each town can be different in terms of cost of building the Hero homes, Shop and Inn.

-A Hero's house allows you to POSSIBLY recruit another hero for your party (During Quests).
-A Shop gives a player the chance to buy equipment (Which again can help during Quests).
-An Inn gives a player the opportunity to rest their tired selves (Save point).

Each STARTING town (one for each player) has an Inn and a Hero's home. Each city can hold a maximum of three (3) Hero homes, one (1) Shop and one (1) Inn.

You must seek out Monsters in other towns to earn treasure and gold. Which can then be used to help you build/upgrade towns...

Your Hero's pawn can START in ANY TOWN where there is BOTH a Hero's home (of YOUR CLASS) and an Inn (any class) .

The *MAP* you were thinking about is how the TOWNS are INTERCONNECTED:

-Each town is connected to two (2) ADJACENT towns... When you travel, you either go one town to the LEFT or one town to the RIGHT... Your adventure/questing ends when you land in a city with an INN. The further you travel and defeat monsters, the more treasure and gold you will accumulate - BUT if you die before you make it back to an inn, you lose everything you have accumulated (Press-Your-Luck mechanic)!

At the beginning of the game, each player randomly chooses HIS HERO CLASS. There are six (6) different classes (one for each player - 2 to 6 players max.)

questccg
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What could be COOL...

Instead of having only TWO (2) interconnecting towns, having a WAY to CONNECT towns together WOULD BE AWESOME... Not sure how to do this... This could require some ORIGINAL mechanic which could link towns together, to sorta make a DYNAMIC MAP.

I will start a new thread for this game idea...

Note: I started a new thread in which I posted the idea of CONNECTORS which could allow Towns to be connected...

questccg
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Connections

questccg wrote:
-Each town is connected to two (2) ADJACENT towns... When you travel, you either go one town to the LEFT or one town to the RIGHT... Your adventure/questing ends when you land in a city with an INN. The further you travel and defeat monsters, the more treasure and gold you will accumulate - BUT if you die before you make it back to an inn, you lose everything you have accumulated (Press-Your-Luck mechanic)!

Instead of limiting it to 2 adjacent towns, each town card would indicate from 1 to 4 possible connections. This allows players more flexibility in forming the game's *dynamic map*. This is cool since the game can be replayed many times, each time new since the board is not static. I think this is a BIG PLUS.

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