Skip to Content

The Road

5 replies [Last post]
Tbone
Tbone's picture
Offline
Joined: 02/18/2013

I wanted to go back to the roots: roll dice, land on a space, and do something. The one thing that typically turns us off is the whole chance thing. Next, I wanted you to create the board as you were playing so that each time you played it seemed like a different game. Finally, I wanted there to be a unique cooperative / PVP swing in the game where during some parts of the game you must band together, but during others its best to forge and fight.

That was the dream - here is the result.

The Road

You control a band of 4 brothers (heroes) and must travel the wilderness and civilization to bring the most honor to your clan. You will fight raiders, claim settlements, build monuments and much more to stake your name in history as the best clan.

To set up the game you must separate all the cards into their own piles. There are the inventory cards which include Monuments, Upgrades, and Events (subject to change), all separated into their own piles, and there are the Road/Trouble cards (Road side facing up, Trouble side facing down). You will then place the home card in the middle of the table and place two Road cards on each of the three sides showing red arrows. Finally, pick a first player and begin the game.

Card Types

Road/Trouble

Road:
A Road card has four Road spaces located at all four sides of the card and four Settlement spaces at all four corners.

Settlements give you special actions that you can use when you commit to them (i.e. the Market allows you to draw one card)

Each Road card also has some resource types allocated to die sides used when you roll to build.

Trouble:
Typically has three main parts to it: raider movement, raider placement, and special event.

Raider movement will show arrows of various colors and a number with each arrow showing the amount of spaces to move in that arrows direction. There are three different colors: red, yellow, and blue. Red is attack movement. If they move through a space that has a hero on it, they will immediately attack and stay on that space. Yellow is engaged movement. The last space landed on they will attack any heroes on the space. Blue is just movement. They will only move the amount shown. If a raider lands on the home space all players lose.

Raider placement will show you where to place more raiders.

The special event will signify a unique action that may affect players, spaces, etc.

Inventory

Monument:
Another way to gain honor is to build monuments. Monuments, when built, may be placed behind a Road card sticking out where you have a hero. Monuments also provide an extra ability that will affect the Road card.

Monuments may also be placed for their resource type on the bottom. These are exhausted when used in building.

Upgrade:
Upgrades have two options on either end of the card. You may choose a side and pay for it. These give your heroes abilities, utilities, and ways to gain more honor that you can use throughout the game.

Event:
Events give you one time abilities. When you pay for an event it is placed in front of you face down and can only be executed at the time specified on the card.

You can also discard an event card at any time to reroll one die.

The game is played in three phases: Planning, Adventure, Trouble, and Rest phases.

Planning Phase:

Each player in turn will:

1). Draw the top Road card and place it on the table following these rules

-One side must be adjacent to another Road card on the field.
-You may not place it adjacent to a Road card that has Road cards adjacent to it on three sides.
-You may not place it adjacent to a Road card that was just placed this phase.
-After you place your Road card you must place a raider meeple on the card.

2). Draw two inventory cards of any type

Adventure Phase

Each player in turn will:

1). Choose to either roll dice to build, attack, or move

2). You may choose to commit one of your heroes to an adjacent settlement on a Road card resolving the action. Exhaust the hero.

3). You may then choose to return home by picking a hero to place back on the home card earning honor equal to the amount of spaces the hero was from the home space. Next time it is your turn in this phase you do not roll any dice but you may draw an inventory card.

Trouble Phase

1). Roll the dice, if you roll a six or a five you must flip over the top Road/Trouble card to reveal the Trouble event. If you do not roll a six or a five you will place a raider meeple next to the RoadTrouble deck to add to the next trouble event revealed.

Rest Phase

1). Place all committed heroes from their settlements on their adjacent Road space.
2). Ready all exhausted heroes, resources and upgrades.
3). If all the Road/Trouble cards are played the game ends and whoever has the most honor wins.

Build

When you choose to build, you will roll the dice. Every Road card with a die side equal to one rolled that card produces the resources shown. If you have one or more heroes on that Road card, you may use those resources.

There are four types of resources: food, tools, wisdom, and gold.

You may use these resources to play one card from your hand. You may also instead place a Monument card down as a resource.

Attack

You may attack three things: other heroes, raiders, and settlements

When attacking heroes, you will roll the dice to engage a hero on the same Road card. Here are the possible outcomes.

Roll to hit (you start hitting at 1).

-Hit

1). Defender rolls one die to hit to see if they can block (you start hitting at 1)

    -Hit

    1). Defender successfully blocks the attack fully and combat is over.

    -Miss

    1). Attack then rolls both dice to deal damage since the hit went through.
    2). Defender rolls one die to see how much damage their armor prevents.
    3). The damage remaining is how much honor is removed from the defender.
    4). The defender is then moved back three spaces and is exhausted.
    5).The attacker then gains 2 honor points.

-Miss

1). Defender rolls one die to see if they can retaliate (you start hitting at 1).

    -Hit

    1). Defender successfully retaliates and now takes the roll of the attacker and immediately rolls to hit with two die.

      -Hit

      1). Follow hit procedure above for attacker.

      -Miss

      1). The original attacker regains power and may roll again to hit.

    -Miss

    1). Attacker rolls to hit again.

if you hit and then you will roll for damage. Both players will reference their hero card to see what their armor and damage is. If you do not have any attack modifiers all heroes start by hitting at one. The following are the numbers used for damage and armor.

1 = 1 damage/armor.
2 and 3 = half damage/amor rounded down.
4 and 5 = full damage/armor.
6 = full damage/armor + 2 damage/armor.

When attacking raiders, you will roll to hit. If you hit you will roll for damage. For standard raiders for every damage you may exhaust a non-exhausted raider or kill an exhausted raider.
If you miss the raider will roll to hit on one for every raider on that Road space. Every hit is one damage against you. If you kill a raider you gain 3 honor.

When attacking settlements, you will roll to hit. If you hit you will roll for damage and gain 2 honor. Every settlement has a militia count next to it. If you roll damage equal to or higher than the value, you may use the action without committing to the settlement. If you miss you must move backward one space and exhaust the hero.

Move

Roll the dice. To see how many spaces you must move, half the value rounded down and move Road spaces equal to the number. (i.e. 1 = 0, 2 = 1, 3 = 1, 4 = 2, 5 = 2, 6 = 3)

When you move, you must use both die. You can either give both values to one hero or separate the values between two heroes. When moving, you will move from Road space to Road space for each value.

If you roll and you cannot use the roll (by not following the above rule), you must choose a hero to send home immediately.

---
These are some of my ideas and have not been play tested. Let me know what you think and if anything can be improved.

*note* The cooperative v.s. PvP feel is found in how the raiders react in each game. If the raiders are aggressive everyone must band together to stop them from reaching the home space or all players lose. If they feel less intrusive players will play against each other more.

polyobsessive
polyobsessive's picture
Offline
Joined: 12/11/2015
Playtest

Hi Tbone,

It sounds a little complicated for something that seems largely about chance, but if the Trouble and Event cards are well thought out it could be a fun adventure game.

I think you need to playtest this so you can find out how things work in practice. You don't need to make enough components for a "full" game yet, just enough to play a few turns to see how things flow and what works best (or doesn't work).

Incidentally, your movement dice explanation seems a complicated way of saying "roll a die and half the result, rounding down". And do you really want 1/36 of moves to be 0 spaces?

Good luck!
Rob

Midnight_Carnival
Midnight_Carnival's picture
Offline
Joined: 06/17/2015
wow

Impressive in scope and vision.

Ok, so the road cards are kind of like the "board", which is to say you construct the playing area out of road cards?

Are the brothers from different clans? different clans and they'd have to compete, same clan and they'd likely cooperate.

The movement and behaviour of raiders is controlled by trouble cards only?

If you finished this game I'd buy it and I know of a few people who'd also buy it. Well, depending on what you do with it, but based on what I've read it seems very good so far.

Tbone
Tbone's picture
Offline
Joined: 02/18/2013
Thanks Rob

I modified the movement explanation, not sure why I made it so complicated!

Yes, its hard to find time at college to design the cards and try it out on Table top simulator, but I think I can get there soon.

Also, I am working on the mitigation mechanics so that luck can be minimized only for the purpose of excitement and tension while retaining strategic depth.

Tbone
Tbone's picture
Offline
Joined: 02/18/2013
I appreciate the reply Midnight!

1). Yes, they are essentially the board you move and interact on.

2). I was debating this after reviewing your reply. My idea is that all players are a apart of a big tribe with different clans. They are loyal to one another, but only if it doesn't infringe their position for glory. They love each other, but are bound to the pride of their clan to the death.

Also, every band of heroes will have a damage value, an armor value, and a special ability or hinderance which will bring a little more of the theme and flavor.

3). Yes, raiders move only in the trouble phase.

Tbone
Tbone's picture
Offline
Joined: 02/18/2013
Combat System reworked a bit

I reworked the combat system and gave the attacker a bit more chance to get damage in. Plus it feels more of a struggle since the defender has a chance at being the attacker and dealing two dice worth of damage. It seems to work now, but might need tweaking in the future.

If you have two dice you can try this out by giving two heroes a base damage # and a base armor #. You can also give them attack modifiers so they can attack better, retaliation modifiers so they can retaliate better, or block modifiers so they can block better. an example would be:

Hero #1

2 Armor
1 Damage
+1 Attack

v.s.

Hero #2

3 Armor
3 Damage

Syndicate content


forum | by Dr. Radut