Ok this is what we've decided thus far, keep in mind none of this is set in stone, nor is the terminology I've used.
The cave system will be built of tiles that fall into three categories:
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Passage Tiles
Threshold Tiles
Cave Tiles
The Passage tiles will have some sort of numerical indicator (we discussed using dots, probably better to use something more thematic) on them to indicate how many other passage tiles may be attached to it. This
range from one (dead end) to four (crossroads) with the 2-3 dotted passageways being more prevelant.
The threshold tiles are tiles that connect the passageway tiles to the cave tiles. On each threshold tile, there will be a numerical indicator (again we said dots) that indicate how many cave tiles can be added to that particular cave before it is considered complete. You can combine two caves as long as both caves aren't already completed. Combined caves can be as large as the sum of the dots of all the thresholds that connect to the cave. Two threshold tiles can not be adjacent (for that matter, threshold tiles may only touch a passageway tile at one end and a cave tile at the other; no other tiles can be touching the threshold tile).
Cave tiles will be simple tiles. However, some will have a search icon on them. This icon will determine how many times a cave can be searched and how difficult the cave is to search. Once a cave is completed, a search tile is placed upon every tile in the cave with the search icon on it (note: some caves might be completed and not have any tiles with the search icon on them). If a cave has any tiles with the search icon in it, then one of the search tiles placed in the cave MUST be a major search tile.
The major search tiles will contain either an obstacle, or a discovery, or both, or neither. Major search tiles are revealed and resolved immediately the first time a player enters a completed cave. Any obstacles revealed in this manner must be overcome before a player can score a discovery, search the cave, or move through the cave.
Ok that's the summary so far as I see it. Please fill in any gaps I may have missed.
-Darke
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Here are my questions:
We originally had decided upon a method for spending extra AP to draw X and keep 1 card while searching. Obviously we don't have search cards anymore so need to modify it somehow or figure out a different way of doing it. The way I had envisioned it is that when you searched you choose an available search tile in the cave you were in and revealed it. How could it work now? Spend the extra AP and look at the appropriate # of tiles, only keeping one? Here's where the mandatory tile might be interesting (and agonizing!). Suppose I peeked at gold statue, some fossilized remains, and a swarm of bats (which require immediate resolution). Using this system, would we rely on the honesty of the players to make sure the mandatory tiles were revealed? I have no problem with that personally.
Ok next thing: Are we still going to use the search icons on the cave tiles to determine the cost for searching? I.E. If I am in a cave with 3 search icons I would pay three 3 AP to search the cave.
Ok next thing: How will tile placement work? Like will there be an initial building phase? I imagine there would have to be, otherwise there's no where for the players' explorers to go.
Also how will movement work? I know previously we had considered you spend 1 AP to move as far as you'd like along the same passageway, and when you took a different passageway or entered a cave you had to spend another AP to do so?
I'm seriously starting to consider a pay 1 AP to move one tile mechanic where you also get X (like 5 or so) 'free' movement points per turn. I think it would be cool to implement a mechanic where as you lose 1 free AP per object you were carrying (treasure, equipment, etc) similar to the way the backpack works in Goldland. This way you could use your free movement points only for movement, but you could also use your regular AP to augment your normal movement, as long as you weren't too burdened. Any thoughts on this?
That's all I have for now.
-Darke