Ollie Thomas Thor Ellis-Sargeant
United Kingdom
Ashford
Kent
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I'm only a couple of months into this design so don't have any fancy pictures (yet!).

Elevator Pitch:

This is a worker placement dungeon crawl hybrid that I like to call 'Adventurer Placement'. Players are competing to establish the best restaurant in an underground fantasy city. Ingredients are very scarce underground so each restaurant owner is sending their adventurers into dark dungeons to battle, kill and hopefully harvest the monsters that dwell there. Each monster type yields different ingredients when harvested, and restaurant customers have very specific demands. Players must level up and equip their adventurers, ensuring they can survive whilst exploring deeper into the dark dungeons and caverns.

Further Details:

--Each player is tasked with managing their own restaurant and adventurers.
--On a players turn they will do one of the following - Place an adventurer (or adventuring party), Pick Up an adventurer (or adventuring party) or Move an adventurer (or adventuring party).
--Dungeon cards are arranged on the board in tiers, starting with Level 1 at the top (6 cards) and Level 6 at the bottom (1 card).
--An adventurer can only be Placed at a level one dungeon spot. To access the other levels a player must Move their adventurers through the dungeon. Adventurers must be supplied with food when progressing through the dungeon, lest they become weak with hunger and pass out.
--Players can Place a single adventurer on a dungeon spot or form an adventuring party of two or more. Adventurers and parties can split up and reform in the dungeon at will, but it is worth noting that a Move action can only move one entity at a time (adventurer or party).
--When adventurers move from dungeon to dungeon they will draw an event card. Event cards will contain a variety of positive and negative effects, all of which can be earned/avoided with a simple skill test with combat dice. The event cards will add a narrative element to the game whilst adventurers are exploring the dungeons.
--On each dungeon card is a monster that can be fought and harvested for ingredients. The monsters vary in the ingredients they yield and the difficulty of the combat. Some monsters can not be fought by a single adventurer, an adventuring party will need to work together to triumph.
--Combat takes the form of rolling custom combat dice to meet the Attack and Defense requirements of the monster. The Defense requirements are optional, but if ignored will result in the adventurer or party taking damage.
--The three basic types of combat dice are Melee, Ranged and Magic. Each combat type has four attack results and two defense results.
--Basic Combat Example: Monster A requires two Melee or Ranged results to defeat, and a Block or Stealth result to defend against. The player rolls two Block results and a Melee. Player uses one Block result to successfully defend by placing the Block dice on the card, and then rerolls the remaining two dice. The two dice yield Melee results, which the player places on the card to defeat the Monster. If the player did not successfully defeat the monster they would need to try again on a future turn. If they also were unable to defend against the monster the adventurer would receive a wound. Each adventurer can suffer 3 wounds as standard before becoming injured.
--Weapons, Armour and Trinkets can be equipped by each adventurer, supplying them with extra combat dice (some basic and some unique to the item), extra hit points and various unique abilities. Items allow players to create unique adventurers with different strengths, weaknesses and abilities.
--When an adventuring party engages with a monster they will combine their combat dice into a pool. This will be necessary for some of the later dungeons, as monsters get pretty big and scary (but offer big rewards).
--Each adventurer is tracked with a seperate character card. The card tracks the adventurers level, XP and any special abilities. Item and equipment cards are placed next to the character card: one Weapon, one Armour and one Trinket. XP is earned whenever an adventurer completes an activity (combat, fulfilling orders, crafting potions and appliances..). Adventurers will be required to level up to gain access to the later dungeons, so a variety of activities are necessary to create and maintain a well rounded team of adventurers.
--The ingredients harvested from defeated monsters are used in a players restaurant to fulfill customer orders. Completed orders reward the player with money, which can be used to hire additional adventurers, buy items and potions and upgrade their restaurant with fancy new appliances.
--Customer orders are drawn from three decks, easy, medium and hard (to be renamed/themed). Each order requires a combination of ingredients and appliances to complete, and an adventurer must be present in the restaurant to fulfil an order. Once completed, the rewards are issued and the player retains the order card to be used for end game scoring.
--Order cards and Monsters are split into various types, each designated with a colour and symbol. End game scoring will involve both money earned in your restaurant and a set collection element with Orders/Monsters.

Progress:

I am currently hard at work completing my third prototype iteration. Many things will change within the next few months, but only for the better.
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Mark Fuhrman
United States
Saint Paul
Minnesota
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Really interesting and fun concept! Subscribed.

You mentioned in your combat example that the adventurer re-rolled some dice. What are the limitations and/or penalties for re-rolling, or can you roll as many times as you want?
 
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Cory Kneeland
United States
Beaumont
Texas
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I must say this sounds interesting. I will be keeping an eye out for this one.
 
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Ollie Thomas Thor Ellis-Sargeant
United Kingdom
Ashford
Kent
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@Mark - the attack and defence requirements on the monster cards are split into distinct sections. If either of the sections can be completed on the players first roll of the dice, they are allowed to re-roll the remaining dice (dice used to complete attack or defence requirements are placed on the appropriate section of the card, to signify that they have been spent). If neither of the sections can be completed on a dice roll, one dice will need to be discarded, then the player can roll again. Various abilities and item cards will change this rule in small ways, but this is the default vanilla rule.

@Cory - thanks for your feedback, it is very encouraging.
 
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Henry Hartley
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This sounds like a very exciting and fun project. I especially like the exploration and combat mechanic you're using. Looking forward to updates!
 
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Ollie Thomas Thor Ellis-Sargeant
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I forgot to talk about the additional areas on the board that adventurers can visit.

-Potions lab: Adventurers can go here to brew various potions which are one-time use items. These include Revives (to remove the Injured status from an Adventurer), general health (to restore the Adventurer to full health), Strength (allows the Adventurer to roll an additional combat dice), Luck (allows the adventurer to take a free re-roll of all/some of their combat dice), Speed (allows an adventurer to either move two spaces in a dungeon or complete two Food Orders when in the Restaurant). More to come!

-Arena: Adventurers can enter the arena for some 'friendly' combat practice and earn money for their efforts. The amount of money earned depends on the combination of combat dice results rolled (i.e. roll dice and refer to results chart). I would like to add a push-your-luck element to this mechanism, one of the many things to work on.

-Merchant: no dungeon crawl would be complete without a shady merchant to buy questionable goods from. Adventurers will be able to spend their hard earned cash on weapons, armour and trinkets, most of them pretty basic but some of them of higher quality. As we all know, the best equipment is always found deep in the shadows of the dungeon, surrounded by monsters...

-Training school: Adventurers can visit the training school to level up their skills, allowing them to enter harder, more dangerous dungeons. The more XP they earn, the more they can level.

-Food court: This is where hungry city dwellers come to eat the finest foods. They are quite vocal about the types of food they wish to eat, and how much they are willing to pay for it. Adventurers can come here to pick up food orders, and will need to do this often to make the most money.

-Kitchen: each player has access to their own personal kitchen, which can be used to prepare the foods necessary to fulfil orders. This space is always available to the players, and they never need fight over it.
 
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