Temple of Hollows
Adventure is a tactic role playing board game designed for up to 6 players.
Game length: Average of 2 hours.
Adventure is a non-cooperative dungeon crawl based board game.
Each player takes the role of a mercenary, trying to claim a powerful glove deep within the dungeon. The game is not cooperative, though there are situations where 2 players can win the game together.
The foundation stones we set for the game are:
• Emphasis on freedom of choice, so players will be able to win by using their wits.
• Intense gameplay, where you can't trust anyone.
• The game will encourage twists and plots, to the point where you don't know what's going to happen next.
• The game will be simple.
• The game will feature a deep character development system.
• Each playthrough is a different and unique experience (unlike most board games).
The game features:
Before starting the game you have to choose a dungeon structure. Dungeon structures determine the length and complexity of the game. After you choose a dungeon structure, place all the rooms on the table accordingly. They should be face down and hidden.
Then, each player chooses one of 6 races (Human, Elf, Dwarf, Halfling, Orc and Minotaur) and one of 6 class decks (Warrior, Ranger, Paladin, Rogue, Mage and Necromancer).
The game starts with you entering the dungeon using a rope in the starting room. The main goal is to retrieve the Glove from one of 4 glove rooms (their location is determined by the dungeon structure you chose).
Each of the 4 glove rooms has a different end boss, and a different Glove. Each Glove has a unique ability that changes the entire game. The ability can either break alliances between players, or determine the instant victory of a player.
The strong psychological effect of the unknown plays a major role during gameplay. Here are a few examples why:
• You never know what room will come up next, during an average playthrough you will enter 9 out of 25 rooms. Each room has a unique structure and effect to it, which changes the game drastically
• Each player starts the game with 3 out of 15 class ability cards. You keep them hidden in your hand. Each time you level up, you draw 2 cards from your class deck, keep one and put the other one at the bottom of your deck. No player knows which cards you have until you play them.
• The game is hard, very hard. Some of the creatures are tough and can't be taken down alone, and some rooms trap you and leave you helpless, so you will need to form alliances to survive and reach your goal, but at the same time you know that you can't fully trust anyone, since only 1 player can win (sometimes 2).
Here are a few unique features about the game:
• We managed to implement a combat system which depicts a video game combat. You are able to use your abilities, drink potions during combat. Block, defend, run away and interfere other players' plans. The combat is very intense and sometimes requires pre-planning and tactic.
• The overall experience feels similar to a video game. You are able to move free on the map, interact with objects, gain treasures, buy from a shop, use spells and abilities on players and creatures. Your health bar and experience bar are designed so you won't have to remember anything, but simply mark it with a counter on your character board.
You can also compare the feeling to a D&D session, only with the game as your dungeon master, and with much simpler game mechanisms designed to create fluid gameplay.
We started working on Adventure in 2010. At first we were 2 friends with the idea of creating the best adventure board game ever. 4 years later, we are now a team of 3 members with an almost complete game in our hands.
The first version of the game looked a lot different than what it is today. First of all we had a world map, and players would travel between countries. We aimed for a game that covers the concept of adventuring through a world, and you had complete freedom to travel anywhere you wanted, and do whatever you want: either to join forces with another player, or to go and complete dungeons.
Our problem with the old version was that it lacked purpose, there was simply too much freedom. So now we have a dungeon crawl game, that offers you both freedom and purpose.
If you're interested, here are a few pictures from the old version of the game (DISCLAIMER: these pictures were taken in the middle of 2012):
If you have any questions, ask away and we will do our best to answer them!
- Last edited Tue Apr 1, 2014 8:15 pm (Total Number of Edits: 3)
- Posted Tue Apr 1, 2014 6:27 pm