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Dungeon Crawl-alternative Action system

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Lopaki
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Joined: 06/01/2011

I'm working on my first BIG boardgame, and want to hear your opinion on some of the mechanics.

The game is about groups of adventurers collecting piety from their gods and becoming demigods, the group with the most piety points at the end of the game wins.

Every player gets a group of adventurers consisting of 3 randomly drawn heroes.

A hero has several stats:
Class(es)
Hitpoints
Strength
Reflex
Intelligence
3 Abilities (level 1-3)

An example hero:
Akzam the Wizard
Class: Mage
Hitpoints: 4
Strenght: 1
Reflex: 3
Intelligence: 8
Level 1 Ability: [4][5]- 2 Damage to every opponent
Level 2 Ability: [5]- +1 Movement
Level 3 Ability: you get an additional manadie

As you can see the abilities have numbers before them. This leads to the main action system in the game:

The dungeon is filled with cards showing monsters, traps and several other things.
At the beginning of your turn you throw 5 six sided dice, this is your mana for this turn. To use one of the abilities a hero has you have to pay with the dice. So if you want to use the Level 1 Ability of the Wizard you have to throw a 4 and a 5. If you throw 2x 4s and 2x5s you can activate this ability 2 times.

Movement:
The dungeon consists of a grid with rooms on it, filled with traps, monsters and loot.
When you step into a room you check if there are any traps, after you resolved all traps you may use your damaging abilities to damage the monsters (they attack back) . If you kill all monsters, you may take the loot(if there is any).

The Trapsystem:
When you step into a room, the player to your right picks up the cards in it (not showing them to you) and tells you how many traps there are in and which type of saves the trap needs, but not how much in that save
(example: a rolling boulder needs strength, a riddle intelligence and an arrow trap reflex)
You then decide which hero is disarming which trap(every hero can only disarm 1 trap)
Normally everyone would just assign the hero with the highest stat in that save to disarm a trap, but some traps have bonuses against certain classes, or just such a huge save that you do not want your squishy hero to get damaged.
To determine if you manage to disarm a trap:
How to gain piety:
Every Player draws a card telling him which god he is worshipping.
Every god has a certain special way of getting piety (kill enemy players, find loot, get damage, deal damage etc)
but: every Adventuring group gets piety for killing monsters and disarming traps and offering items to the god

So the game is about Risktaking (you can loose the items you have, but they still give good bonuses to your adventuring group)

When the dungeon is empty the player with the most Piety wins.

I am searching people which could work on this project with me (as making so many cards is nearly impossible for a single person)

Lopaki
Offline
Joined: 06/01/2011
any opinions?

any opinions?

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