Angelus Seniores
Belgium
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to give a slightly more adventure feeling to artifact adventures, it might be good to keep its final location secret at start;
-lay out the artifact as normal and draw a random location which is shown to every player, this is the location of the starting clue.
then draw a 2nd location but keep it hidden under the artifact.
-when a hero reaches the starting clue location, he must overcome a danger to know the location of the next clue (draw a new random location).
-if you decide to press on, you can immediately perform a normal move towards this location but dont yet draw a new danger.
-if you camp, you must stay put and wait for next turn to move.
-overcoming the penultimate danger lets you check the final location of the artifact, there you face the last danger to collect it.
I think this increases the feeling of having to find clues to locate it, qlthough it does increases the moves/turns needed to finally recover it.

for the competitive play, to keep the feel of the race, you can either have the players seperately draw clue locations (so they are different for each player, only the final location is the same)
OR draw as much locations as there are dangers, keeping them all secret except the first, and only for each danger a player overcomes can he then check the next location.
a player could follow another player that already discovered one or more clue/final location and if he ends his move in the same space, perform a cunning 6+ test to get the information of the next clue's location from him instead of going through the normal danger(s).
failing this test should force him to immediately draw an enemy.
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Andrew Sutherland
South Africa
Johannesburg
Gauteng
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i like this idea, gonna try it out next game day
 
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Jim Kiefer
United States
Fremont
California
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Thematically wouldn't it be better if the whereabouts of the buyer were known by all? I'd leave the location marker with the artifact. Maybe the buyer will give +1 Fortune but everywhere else gives -1 Fortune.
 
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Daniel U. Thibault
Canada
Québec
Québec
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I like this but it is a little flawed as laid out so far. Nothing prevents (in competitive mode) a player from following another to the last location, effectively skipping all dangers save the last one. So there must be a reason to go for the Cunning test.

How about this: for every danger you skip, you lose one die when facing the last danger. Each successful Cunning test when colocated with a hero that has gone through a clue danger removes one die penalty. Failure on the Cunning test summons an Enemy as before.

It may become a little difficult to keep track of which dangers each hero has gone through or skipped for any given artifact. One way could be a pencil and paper list. Another could be a small stock of coloured cubes used by each player to 'claim' dangers on the artifact card.
 
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