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Subject: Fantasy Board game (Thread is WIP) rss

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Benjamin Russell
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Hello! My name is Benjamin Russell and I am aspiring to be a board game designer. This thread pertains to a concept that originated almost two years ago on an idea I had while honeymooning with my lovely Wife.

Each player is dealt four Ingredient cards and starts with 3 coins.
No objects, no familiars, no spells, just poor young magicians.

On a given turn a player is allotted 3 Action points that they may spend in order to perform actions.

These actions are always available to all players
Academy: Pay 3: Draw a card from the Spell deck.

Alchemists Guild: Complete any number of contracts by turning in potion cards.

Cauldron: Draw a potion potion card. Cost: 2 AP (-1 to AP cost if Brewing with a catalyst.)

Forest: Draw two cards from the Forest Deck. Cost: 2 AP
Or: Hunt: Reveal cards from the top of the forest until you reveal a monster encounter card. Cost: 2 AP

Healers Cottage: Pay 2: remove an affliction token from yourself. Cost: 2 AP

Market: Purchase any number of face up goods cards. Cost: 2 AP

There is a large variety of card types and each types can only show up in certain areas.

..::Card Types::..
Contracts: Contract cards are exclusive to the alchemists guild, as are Event and Quest cards. Contract cards have potions listed on them for which they may be completed, resulting in a reward of coins and victory point chips.

Encounters: Encounters are unique to the Forest deck, whenever a player draws an encounter they must reveal it and then resolve the encounter before moving on.

Familiars: Magical companions that enhance the powers of those bonded to them.
Cat
Drake
Fox
Owl
Rat
Raven
Toad

Ingredients: Each ingredient card has two symbols pertaining to what potions may be brewed with them, two exceptions are the Wild card ingredients which may be used as any trait, and the catalyst cards which have only one trait in addition to their being a catalyst. 4 ingredient cards that share a symbol must be discarded to brew a potion.

Monsters: The unfriendly side of encounter cards, Dragons, Cockatrices, Wolves and more.

Objects: Object cards can only be found in the Market, and may be purchased for the cost shown on the card. Objects have unique and often quite useful effects that allow players more diverse game play decisions.

Potions: Potion cards are a versatile resource, a player may decide to use a potion for its beneficial properties or deign instead to turn it in for victory points and money.

Spells: Found only in the Spell deck and acquired only through the academy, Spells are neat ways to throw a fireball into another players face, or any unlucky monsters.

Spell List
Carom: Target spells target is changed to another random target in your vicinity.
Empowered: Redirect: Target spells target is changed to another of your choice.
Dispel: Choose One; Target non-empowered spell has no effect. or, Absorb 1 Magic damage.
Empowered: Counterspell: Choose one; Target Spell has no effect and the caster of target spell suffers an affliction matching that spells type. or, Absorbs 1 Magic Damage, and deals 1 magic damage to the source of that damage.

Fireball: Deals 2 magic damage to target and target suffers Burns I. (Gains a Burns affliction token.)
Empowered: Firestorm: All entities in vicinity are dealt 2 magic damage suffer Burns I.
Haste: Gain 2 Action Points
Empowered: Windwalk: Action costs are reduced by 1 for you until the end of your turn.
Heal: Remove up to two Affliction counters from your character board.
Empowered: Regenerate: Remove all Affliction counters from your character board.
Incinerate: Choose one; Target ingredient card in the market is discarded or; Put target Object card on the bottom of the market deck.
Empowered: Disintegrate: Remove target Object card in the market from the game.
Lightning Bolt: Deal 2 magic damage to target.
Empowered Chain Lightning: Deal 2 magic damage to all entities in your vicinity,
Magic Missile: Deals 1 magic damage to target, cannot be countered.
Empowered: Eldritch Arrow: Deals 1 magic damage to target, cannot be countered, can target players outside of your vicinity.
Rewind: Take back one minor action just taken.
Empowered: Time Reversal: Take back any action just taken.
Scry: Look at the top cards of all face-down decks.
Empowered: Foresee: Look at the top 3 cards of all face-down decks.
Stoneskin: Gain Physical resistance until end of turn.
Empowered: Ironskin: Gain Magical resistance and Physical resistance until end of turn.

Affliction Types
Burns: Whenever a player with Burns would draw cards from the Forest deck, they draw 1 less card than usual.
Petrification: A player with Petrification Starts their turn with 1 less Action Point than usual.
Poison:
Wounds: A player with Wounds has their hand size reduced by 1.

Encounters

Monsters

Potions Types
Death, Life, Magic, Might, and Nature.

Vicinity: The circular spaces on the game board outline the Vicinty of that space. In most cases, an entity may not be targeted unless you are in its vicinity. (Eldritch Arrow and the "Seeking Wand" object aside,) there is no way to target entities outside your vicinity.
When you are in the vicinity of another player, you may exchange objects, money, potions, cast spells, and use object abilities.

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Benjamin Russell
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Alchemy
..::Brewing & Potions::..
Elixirs, potions, poisons, salves and more! The art of Alchemy is a staple of most fantasy worlds, be it turning lead into gold, or brewing potions with strange and powerful effects..

Each player starts out with four Ingredient cards. The maximum hand size for ingredients is 7. (In fact, when a player "takes damage" of any kind, they must discard ingredient cards for each 1 damage they would receive.)
The Ingredients are important!
There are a total of five unique traits that may be brewed into potions.
Death, Life, Magic, Might, and Nature. Each of which will be represented by symbols on ingredient cards themselves.
Most ingredients have two traits, these are known as common ingredients. When a player has four matching traits in their hand, they may spend two Action points to brew a potion.
Some have one trait and the catalyst effect. Whenever a player brews a potion with a catalyst ingredient, that potion costs them one less action point.

When a player brews a potion, they draw a potion card of the type matching their ingredient trait.
Thre are five such decks, and each deck has multiple potions with unique effects.

..::The Alchemists Guild::..
The Alchemists Guild space offers contract rewards for potions and sets of potions.
There will be four faceup contract cards available at all times.
For two Action points, a player may move into the Alchemists Guild vicinity and claim any contract(s) by turning in potion cards that the contract(s) require(s).
 
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Benjamin Russell
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Familiars
..::Familiars::..
The magical companions of magicians of all kinds. Enhancing the already potent powers of those that practice the Arcane arts.

Familiar cards will show up in the Market from time to time, giving players the chance to nab an early advantage as they are shuffled into the top half so they see more play than some object cards.

As all cards in the market, when bought they are immediately added to your player board for use. After the fact; they are referred to as Bonded Familiars.'

Bonded Familiars may not be the targets of spells.

They will all also have prices shown in a copper coin on an upper corner of the card.

Cat: [Work in progress.]
Drake: Whenever you would receive a money reward, gain an additional +1 Copper.
Fox: If you would encounter multiple monsters, you may choose to fight only the less powerful monster.
Owl: Counts as two different Object set symbols of your choice at the end of the game.
Rat: As your turn, you may take one ingredient card of your choice from the discard pile into your hand.
Raven: Once per turn, for 1 Action Point you may look at the top card of any one face-down deck in play.
Toad: +2 to Maximum Hand Size.





 
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Benjamin Russell
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Action Spaces
On a given turn, a player is allotted 3 action points. Performing actions expends action points. Some actions do not require action points.

Academy: Pay 3: Draw a card from the Spell deck.

Alchemists Guild: Complete any number of contracts by turning in potion cards.

Cauldron: Draw a potion potion card. Cost: 2 AP (-1 to AP cost if Brewing with a catalyst.)

Forest;
Gather: Draw two cards from the Forest Deck. Cost: 2 AP
Or:
Hunt: Reveal the top card from the Monsters deck, immediately encounter that monster.

Healers Cottage: Pay 2: remove an Affliction Counter from your player board. Cost: 2 AP

Market: Purchase any number of face up goods cards. Cost: 2 AP

Vicinity: The circular spaces on the game board outline the Vicinity of that space. In most cases, an entity may not be targeted unless you are in its vicinity. (Eldritch Arrow and the "Seeking Wand" object aside,) there is no way to target entities outside your vicinity.
When you are in the vicinity of another player, you may exchange objects, money, potions, cast spells, and use object abilities.
 
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Benjamin Russell
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Objects
..::Objects::..
Objects are classified by into categories based on their power.
-Trinkets-
Trinkets provide either small passive bonuses, or some other unique options for play to the players.
-Artifacts-
Artifacts are mid-level objects designed with a coherent purpose but are typically situational.
-Relics-
Relics are either always useful, or very powerful and take time to charge up or have few charges for use.

..::Object List::..
..::Alchemist Set::..
Alchemists Medallion: You may use catalysts as though they were energy and vice versa.

Chemistry Set: You may brew potions with 3 cards with a matching trait rather than the usual 4.

Bubbling Cauldron: Whenever you brew a potion; You may choose from the top 2 cards of the Potion type you are brewing.

Herb Pouch: +1 the Maximum hand size.

..::Artificer Set::..
Hourglass: As a minor action, you may place a charge counter on this card.
---
5 Charge counters: Take a turn. (You may use this ability at any time in between turns.

Quicksilver Amulet: Once per turn, this object may gain the effects of any trinket object until end of turn.

Voltaic Gauntlet: Once per turn, you may put a charge counter on an object you control.

..:ruid Set::..
Hunters Knife: 1 Physical Attack or; When performing the gather action; Draw an additional card.

Magic Flute: 1 Energy: You may ignore an encounter.

Rowan Talisman: Gain Immunity to the Cursed and Petrified conditions.

..::Sorceror Set::..
Chimeric Tome: You buy spells for 3 rather than the usual 4.

Scroll of Wisdom: At the end of the game, treat spells of the same (symbol) like objects belonging to a set of that symbol in addition to it's usual point value.

Sorcerors Stave: Spells you cast cost 1 less energy to Empower.


..::Unaligned Objects::..
Ether Flask: Comes into play with 2 Energy tokens on it; you may use this Energy at any time.

*Oblivion Stone: 3 Charges; Once per turn you may consume a charge to discard target face-up card from your vicinity or; gain 1 Power until end of turn.

*Philosophers Stone: Whenever you complete a contract; Upgrade one victory token.

Ring of Restoration: 3 Charges; Use 1 charge to take the ingredient card of your choice from the discard pile.
 
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Benjamin Russell
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Mechanics in Development
..::INDEV::..

*Afflictions
*Encounters
-Good Fortune
-Monsters
*Objects
-Object Sets
-Runes
*Potions





*Concepts and thoughts
-Would it be better for runes to be acquired at the academy like spells? as in there being a deck for spells, and another for runes? Both acquired at different prices (2 for Runes, a 3 or 4 for Spell cards.)
-Magical/Physical resistance; should resistances negate 1/2 rounded down? or negate even a 1 damage attack of their type?
 
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Benjamin Russell
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Spells & Runes (WIP)
..::Spells::..
Spells are acquired through intense study and memorization, once cast, a spell no longer remains in your memory (Discarded).

A player that uses the Academy action space may pay 4 and draw a spell card at random from the Spell deck.
Whenever a player plays a spell card, they must play any Runes they wish to use to enhance that spell simultaneously. (See runes below.)


Carom: Target spells target is changed to another random target in your vicinity.
Empowered: Redirect: Target spells target is changed to another of your choice.
Dispel: Choose One; Target non-empowered spell has no effect. or, Absorb 1 Magic damage.
Empowered: Counterspell: Choose one; Target Spell has no effect and the caster of target spell suffers an affliction matching that spells type. or, Absorbs 1 Magic Damage, and deals 1 magic damage to the source of that damage.
Fireball: Deals 1 magic damage to target and target suffers Burns II. (Gains a Burns affliction token.)
Empowered: Firestorm: Deal 1 magic damage to all entities in your vicinity, all entities dealt damage this way suffer Burns II.
Haste: Gain 2 Action Points
Empowered: Windwalk: Action costs are reduced by 1 for you until the end of your turn.
Heal: Remove up to two Affliction counters from your character board.
Empowered: Regenerate: Remove all Affliction counters from your character board.
Incinerate: Choose one; Target ingredient card in the market is discarded or; Put target Object card on the bottom of the market deck.
Empowered: Disintegrate: Remove target Object card in the market from the game.
Lightning Bolt: Deal 1 magic damage to target and target suffers Petrify I.
Empowered Chain Lightning: Deal 2 magic damage to all entities in your vicinity, all entities dealt damage this way suffer Petrify I.
Magic Missile: Deals 1 magic damage to target, cannot be countered.
Empowered: Eldritch Arrow: Deals 1 magic damage to target, cannot be countered, can target players outside of your vicinity.
Rewind: Take back one minor action just taken.
Empowered: Time Reversal: Take back any action just taken.
Scry: Look at the top cards of all face-down decks.
Empowered: Foresee: Look at the top 3 cards of all face-down decks.
Stoneskin: Gain Physical resistance until end of turn.
Empowered: Ironskin: Gain Magical resistance and Physical resistance until end of turn.

..::Runes::..
Runes are spell enhancing words that are learned and when used, are forgotten. Runes may be acquired through the Academy space on the board. A Player must pay 2 and then draws a Rune at random from the Rune deck.
..::Using Runes::..
Whenever a player would cast a spell, they must play any runes they wish to be applied to it simultaneously. When the spells effects end, the Rune and Spell are placed on the bottom of their respective decks.

*Note: Some runes and spells are incompatible with one another.

Dual: When this Rune is applied to a spell, the spell may effect one additional target of your choice.
Greater: When this Rune is applied to a spell, increase one number in its effect text by +1.
Hastened: When this Rune is applied to a spell, the spell takes effect one step sooner than usual.
Persistent: When this Rune is applied to a spell, its effects last one additional round.
Seeker: When this rune is applied to a spell, the spell may target entities outside of your vicinity.


WIP









 
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Benjamin Russell
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Encounters & Monsters
..::Encounters::..
Whenever a player would draw from the forest deck and find an encounter card, they must reveal the encounter card and resolve it immediately. When in a combat, the combat is resolved in this order;

Order of Resolution: The resolution order tells us when different abilities, spells, potions, and etc.., take effect and in what order.
(Circle)->(Triangle)->(Diamond)->(Pentagon)
Cards that have effects will have a small gem shaped based upon when it would take effect. This Gem will be present under the image on any given card.
WIP
 
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Benjamin Russell
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..::Scoring points::..
..::End of game scoring::..
At the end of the game, the scoring will be played out in phases;
Phase I: Players will count up their money/3 rounded down,
II: Players count up object set bonuses, and remaining spells and potion cards.
..::Object Set Bonuses::..
X Objects in set = X squared points.
1 object = 1 point, 2=4, 3=9, 4=16, 5=25
Potions = 2 Points each.
Spells = 2 Points each.
Phase III
Players reveal and count victory tokens
The player with the most victory points is the winner!
In the event of a tie, the player with the most potions/spells is the winner, further tiebreaker is the player with the most vowels in their first name.
 
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