Recapping A&I: Take 2, here are the assumptions:
1) A robust action point system will be used as the central mechanic for determining what a player can do on their turn. APs will be used for movement, overcoming obstacles, searching, paying penalties and possibly placing tiles.
2) An equipment system will be implemented to help alleviate the AP cost in overcoming obstacles. Whether this will be an automatic 'overcoming' of the obstacle, a reduction of the AP cost to overcome an obstacle, or the requirement (I.E. a lock and key mechanism) of a particular piece of equipment to overcome the obstacle, has yet to be determined.
3) Discoveries (the major scoring portion of the game) and Obstacles will be chits permanently placed on the tile (or completed cave, to be determined) that they reside in. The jury is still out on on distribution of these chits and whether they will be seperate or combined into one chit.
4) Searching will be done by paying a certain (yet to be determined) # of Action Points, after which a card or cards will be drawn. Basically, results of searches will be represented via a deck of cards.
Now we add these assumptions:
5) Players will start out on a 3 X 3 tile sized starting area. Players may enter the cave system from any tile legally played onto this starting tile.
6) There will be an initial placement phase of the game where players will play tiles legally onto the cave system, starting with the starting area.
7) Players will have a hand of X # of tiles. Whenever they play a tile, they draw to replace it from the face down pool.
Players get a 'free' tile placement at the beginning of their turn, in addition they pay an appropriate action point cost to play another tile during the action phase of the turn.
8) It will cost one 'unit' of AP to move from a passage to a cavern, from a cavern to a passageway, or from a passageway onto a DIFFERENT passageway.
We need to decide on these issues:
1) Decide upon a tileset including initial setup and how further additions are handled during the game.
2) We need to nail down Obstacle / Discovery placement. Everyone seems to have a different idea about this at the moment.
3) We need to nail down searching. Specifically we need to limit constant searching in one area.
4) Still need to decide on cave exits and the end game trigger.
5) Equipment... How will they work, how do you get them, can you buy more, etc.
Other things we need to decide on later:
1) Collaboration among players
2) Trading
3) Passage blocking and cavern occupacy limits....
4) Secret passageways
Ok anything jumping out at anyone as something they have ideas or about or they feel needs to be changed?
-Michael
Interest seems to be more in a sheep capacity than that of a shepherds. With that being the case, I may just start working on this again publicly and whoever wants to jump in, can.
-Darke