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The Adventurers: The Pyramid of Horus» Forums » Variants

Subject: Fortune Favors the Bold! Expansion rules rss

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Jay Morshuggah
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Syracuse
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My gaming group thought the game needed to be a little spiced up. After a few hours of brainstorming and painting we came up with a few tweaks that added depth to the game as well as making it more competitive and head-to-head.

We added two swashbuckling new actions, intense mummy movement, a simple mechanism to give everyone a bit more time (maybe), and a more fun discard system.

arrrh These rules came to be known as the...

Fortune Favors the Bold expansion rules!


1. Pick-Pocketing: Two character actions that every adventurer has access to.

To Pickpocket, a player must be on the same tile as another player. He/She then spends an action to attempt a pickpocket. The player selects a face down treasure from the persons stockpile and then rolls the 5 dice. Just as if he were taking one of the cheaper idols a 11, 22, and 33 must be rolled. You may spend more actions as if you were lock-picking.
(curses count against pick-pocketing also)

Only treasure from the decks may be targeted for a pickpocket (scorpion pit, cobra pit, alligator pit).

2. Push: A player may spend an action to push an opponent. If you came from an adjacent tile, you may only push an adventurer in the direction you came from. This prevents someone from pulling people back.
If you begin your action phase on the same tile as another player, you may spend an action to push him/her in any direction. This makes pick-pocketing risky as you could get pushed onto a mummy or to a further, more treacherous tile.

3. Time: After mummy movement, but before a block is selected, the current player rolls a single die. On the roll of a 6 a block does not fall.

This gives adventurers more incentive to run through the pyramid, explore and take risks. It can also save you in those tight situations PHEW! THAT WAS CLOSE!

4. MUMMY MOVEMENT: Instead of turning directly around, mummies always turn 90 degrees to the left when they hit an obstruction. That includes walls, fallen blocks, or the pyramid steps. If a block falls on a mummy, simply put him on his side and he stands up as his next movement (identical to the dude with the pistol's special rule)
To make it more intense, Each time an idol is successfully stolen the mummies immediately turn 90 degrees.
This creates a chaos as players take idols and potentially put other adventurers in dangerous situations.

and finally-

5. Discards: When an item is discarded from your hand to increase your WLL, it is not placed in a discard pile but instead placed face-down on the tile you are on. Other players may spend one action to pickup the dropped gear or treasure.
This often makes healing items more accessible to all players, and you can watch treasure get smashed to pieces by stone blocks.

Other notes
If a bag is used, reveal the bag then put it face down. This item can still be selected to be pick-pocketed, but can the pick-pocketer pick-pocket the proper pocket...?

We played around 10 games using these rules and everyone loved them! We really hope you do too. The components of this game are way to cool to be turned away from because of it's original rule set.
The original rules are like pulling a slot machine, these rules make it more like playing roulette. Cheers

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Ze Masqued Cucumber
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Looks good!

Questions/comments :
- I understand the mummies now move on the whole map, correct?
- Treasure cards are larger than tiles/grid. Discarding them on the board doesn't make the board a bit too cluttered?
 
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Jay Morshuggah
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Yes, Mummies now move on the entire map. This is intense as a mummy will walk across the pyramid opening as adventurers leave the scorpion pit into the main pyramid. Until an Idol is taken they will not move from the outer ring, that is unless a block falls in the first row of the cobra pit.

Second, we found that players don't discard treasure often enough to make the map over cluttered. Items are generally used and often do not end up the board. In the final phases of the game it becomes clear that no one will be going back to pick up discarded treasure, at this point just remove them from the game.

Each player tended to score about 10 points higher on average with these rules. We also had two tie games that resulted in Idol tie breakers, pretty intense!
 
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Aaron McDonald
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Awesome!

Cant wait to give these rules a crack!
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Jay Morshuggah
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Glad to hear it!

We worked pretty hard to make the pickpocket/push rules balanced.
This game is very fun to mod.

Let me know how it goes.
 
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Wiedewiet
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Tilburg
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Jaymorshuggah wrote:
2. Push: A player may spend an action to push an opponent. If you came from an adjacent tile, you may only push an adventurer in the direction you came from.

Don't you mean 'in the direction you were moving'? If you push an opponent in the direction you came from you are in fact pulling them back (because your opponent will end up in the square that you just left).
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