NOTE: I realize that's a bit more than a proposal but I got a bit carried away. That does not mean I expect everyone to jump on this proposal. It still, is just a proposal.
Philosophy : SIMPLE SIMPLE SIMPLE, Streamlined as much as possible. As much as I liked the ideas with the cards. Away with them! No cards.Tiles, nice woodden pawns and thick rounded chits (hmmm). That's all we need I propose.
Tiles
Using a sort of 8 anchors system where the explorer move freely around the map and stop at an anchor. They can move anywhere giving there's a route to where they want to go and it must not be blocked by another player. What does that mean? If an explorer is on a certain anchor then it block you from passing through that anchor/passage.
Pawns
Ordinary pawns or maybe not? Maybe each specialize in a certain obstacle by-passing?. Each player have a Team of 2(or 3) explorers by player represented by pawns.
Chits
There's 3 types of chits but they all go in the same drawstring bag and they function pretty much the same, although they will be labeled differently to make sure there's no confusion.
Obstacles, Discoveries and Items.
Obstacles can be permanent or temporary. You cannot pass through an obstacle unless you have the right equipement to pass it. If it is temporary, you discard it when you pass it.
Discoveries are scenery which we will presume we take photograph of. There's always enough discovery of one type for everyone but a discovery seen by less people will be worth more to the one who saw it first. (He wants to keep it secret, the fact that he's got the first and best photo coupled with the fact that it will be rare make it more valuable) --Here I'm trying to make sense of the mechanic in relation to the theme.
Items are artifacts, objects and relics. They are mechanically the same as discoveries except that there is not enough of them for every player. So eventually, the stack will run out and the room will be empty again, enabling players to discover more stuff! Yes even a gaping hole. They were too busy looting the cave they didn't see the giant gaping hole! But they passed several times through that tile, that doesn't work!!! Chalk it up to a SEP.
Actually there's the equipement chits too but they don't go in the bag. They are distributed at the beginning at random or maybe a draft. Players should have a bunch of equipement but not too much 5 is the big max. Having 2 or 3 times the same equipement is ok.
Setup
- Insert a method of creating a fair base cave system here.
On a turn:
1.
Play a tile (or 2?) I like 2! More possibilities and more tiles.
2.
Move one of your explorer anywhere he CAN go to.
2.2
If you stop on an anchor of an empty "Special Room" tile (empty of chits, not players) :
For ! Room (Mediocre) = Draw one chit
For ? Room (Good) = Draw 3 chits and choose the one you want.
reason: More chance to get a good chits instead of an obstacle
ex: Oh I have the choice between Obstacle,Item and Discovery. Well if I take the Obstacle I have the right equipement to pass it and put myself in quarantine for a bit to lay my Good Room Tile I have in my hand. Or maybe I will take the item because I already 2 of the other I need to complete that set. Discovery is always nice because it's worth a lot of points! Dilema, choice, power.
2.2.1
If you chose a Discovery/Item, take that Discovery/Item's stack of chits from the stock and place it in the center of the tile. Keep the "first look" Discovery chit you took from the bag (it will be different in some way : tag/color/shape)
If you chose an Obstacle, place it in the center. If you have the right equipement, you can use it to pass the Obstacle and move again.
2.3
If you stop on an anchor on a tile "Special Room" which have chit(s) :
Discovery = Pick one chit. that's it!
Item = Pick the item. If you picked the last one, draw one chit for the room just as if you moved into an empty room (only 1, even in ? rooms).
2. 4
If you pass through the center of a Special Room tile with an Obstacle :
Discard the appropriate equipement you used to pass it. Pick up the obstacle if it was a temporary one. (Gaping rift = permanent, Spider web = temp) [It's worth points!] (maybe?)
3.
Draw a tile (or 2?)
End game
Some components will have a Mystical/Weird sign such as The Tiles, the Discoveries and the permanent obstacles. When a certain number of theses components are out, the explorers realize they just pillaged a sacred cavern of an ancient eldritch cyclopean unspeakable god (grin) and they must get the fck out before they awaken "it". (RELIC RUSH!).
People have some control over the end of the game : Choose the chits with the signs and play tiles with the signs
Ok that means it's the end of the game and they must flee to an exit (I assume there will be a bunch of exits) or the entrance maybe. Something to reward the fist to flee or penalize the others.
Score
What I find great about all the chits is even though there's a lot of them they are always useful and serve a dual purpose and avoid having to count the socre on a separate board or what not.
Each Discovery/Item chit is worth 1 point each ? I was thinking of having simple set of 3 items be worth more points. Maybe the item alone is worth 0. In a set it is worth 5.
Players who have the "first look" chit of a discovery take the remaining chits that were not taken which give them more points!
Phew.. I'm glad I wrote this tonight or I'd have forgot all of it. Tired as hell now!
Here's a bunch of images:
Ignore the center anchor thing. There is no center anchor ever. When you move on one of the 8 anchor around the tile in a Special Room it activated the special effect, which is to draw 1 or 3 chits depending if it's a mediocre or good one.