Sanctum is a game where you explore the world while it changes. During this exploration, you gather resources and use those to try to shape the world to meet your goals.
Inspiration: I really like Near and Far, especially the quest and exploration mechanics. However something felt missing for me. I felt like you had no influence over the world. That's how this game was born.
Why I'm here: I've done most of rules design and a lot of card design so far, but this game is REALLY ambitious. I'm basically creating an entire world to explore that morphs as you play. Hundreds of cards to design and stories to make. That's why I'm here. If this is a terrible idea, I would hate to waste my time. That's my main question right now, is this a good concept? (not really spelling or document problems)
Here are the files. Start with Rules, look at Example of Play if the flow doesn't make sense, then possibly card files.
https://drive.google.com/drive/folders/1I867h8QpOAwVlfL_MLUbu5CyCRptMfjX...
I'm trying to keep the rules relatively easy to remember. Avoiding going back to the rulebook, but allow the cards to customize how the game flows and changes. Quests sometimes simple quick dichotomies, or sometimes longer "Choose your own adventure" style. As the game progresses, things gradually get thrown into more chaos. The new Sanctum combinations open up harder quests that have more effect. Events with turn requirements also start showing up later in the game. This should give a ratcheting tension.
Another aspect of the game is world exploration. The quests should give brief little glimpses into the world and what it's like to walk around through it. While the dichotomy choices doesn't allow D&D-like freedom, it should still give the players an idea of world without interfering with the gameplay too much. They really don't have to read them to play the game.
The map and cards are a bit drab at the moment. Most of my effort at the moment is in world/quest crafting and game flow. Sidenote: All cards are auto-generated from google sheets using LaTeX because I'm a huge nerd. I can fill out a row and a new card is born.
Thanks everyone.
I had a feeling after looking at some of the games posted here. I'm aiming for Eurogame complexity but on the easier side of Eurogames to learn.
Good points and catches.
There are only 7 "decks" and 2 overall sizes of cards, so 2 different prints. Quest/SpecialQuest/Event/SpecialEvent/World size and the smaller Item/SpecialItem. There will be a lot of individual cards though, not sure what I'm aiming for in sheer number of cards. Some small tokens and a few character boards. Won't be a cheap game, but I can't see it going much higher than a moderate eurogame (maybe terraforming mars range).
Web is a good thing to keep in mind though. Thanks.
NANDeck. Hah, yep, that looks a lot like the wheel I reinvented. Fledgling here.