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[PnP] Firedance: A Cooperative Game of Fantasy and Discovery

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LittleBreadLoaf
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Joined: 04/10/2016

Hey everyone!

Firedance is a game I've been working on for about 2 years now. The original inspiration came from the Gamewright game, Forbidden Desert. I've also found recently that it's quite similar to the game Burgle Bros., by Tim Fowers. Firedance has been balanced and playtested for 3-4 players, but has not been tested with 1-2 or 5-6 players.

Firedance is a cooperative game, where players must work together to defeat the Baelfire Dragon. By exploring the 7x7 grid of tiles, characters will find treasures and weapons, sacred fountains, and hordes of monsters lurking in the dark. Gameplay follows a gradual progression, with players running from the dragon in the beginning to hunting down the beast once they have the right equipment.

A short description of gameplay: On a player's turn, they may move up to four tiles and take an action. Actions include exploring tiles by flipping them over, attacking a monster in their range, or using a Fountain tile to heal. After every player has gone, the Monsters on the board will attack any players in their range, then the dragon will flip over a certain number of movement cards and rampage across the board. Players' goal is to get items from chest tiles and from defeating monsters, in order to do more damage. Combat is simple; Monsters will take certain types of damage to defeat them (Sword, Bow, Knowledge, or Magic), and characters can do those types of damage based on what weapons they have. The game ends when the dragon is slain or all players have been defeated.

Requirements (things you can't easily print):
x1 d20 die
x1 d6 die
x4 character miniatures
x1 dragon marker (or miniature if you have one)
x1 'Token' to signify first player

Game Time:
120-150 minutes, shorter once you get the hang of it.

Rulebook:
https://drive.google.com/open?id=0B9S43-kH159xRDdOMXhMNVA1NGc

Printing Parts:
https://drive.google.com/open?id=0B9S43-kH159xaFVrOEFUYWIwSFk

If you have feedback or suggestions, please comment below or send me a PM/email!

Cheers,

LittleBreadLoaf
(littlebreadloaf@gmail.com)

JamJam52
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Joined: 03/20/2016
Seems neat!

Nice concept! I actually had a similar idea when I first played forbidden desert set on a space ship with a space monster but never got round to working on it.

Really love how the dragon gets more angry, a great way to keep the escalation going.

One small thing to think about is the use of dice. To me forbidden island is such a great game because of its simplicity and minimal use of chance that makes it feel more strategic.

Will try and get a play-test together :)

Adam Leamey
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Joined: 02/23/2017
Looks interesting what are

Looks interesting what are your plans for the game are you wanting to publish it now or still in playtesting stage.

BHFuturist
BHFuturist's picture
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Joined: 11/01/2008
Quick questions

Overall so far I like this, it is an interesting idea. I am reading the rules to get a better feel for the game.


The cave tiles are all laid out with the following rule:

"Make sure each one is oriented the correct way, with the small compass symbol in the top right."

The tiles don't have a compass symbol on them in the print-n-play files. Is this just an oversight for the print-n-play or am I missing something?

If I print these out I am guessing this compass symbol goes on the back of the tiles? If so I can just draw one real quick... or just place a dot. There is sort of a "shiny-er" rock in the upper left on the texture so that might work as well.

Is the "cave side up" the "inside of the cave" where the monsters can be seen or the outside of the cave "textured side" where the monsters are hidden?

Just playing "dumb" so the rules can be as clear as you can make them :)

I hope you don't mind...


I will post more comments later or just PM you with anything else I find. If the rules all makes sense, this might be a game I print out, so I can test it further. Sounds fun so far!

@BHFuturist

LittleBreadLoaf
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Joined: 04/10/2016
JamJam52 wrote:Nice concept!

JamJam52 wrote:
Nice concept! I actually had a similar idea when I first played forbidden desert set on a space ship with a space monster but never got round to working on it.

Really love how the dragon gets more angry, a great way to keep the escalation going.

One small thing to think about is the use of dice. To me forbidden island is such a great game because of its simplicity and minimal use of chance that makes it feel more strategic.

Will try and get a play-test together :)

Thanks! :) Yeah, it was a struggle getting the game to stay interesting until the end, rather than it just ending up being a bunch of over-powered players hunting down a dragon :P

And as for the dice, I was originally trying to stay away from it for that exact reason, but I wasn't sure how... It would just be too hard if you get hurt with every interaction with a monster, and the only other way around it would be to give players 20 or more health... but thanks, I'll keep that in mind :)

LittleBreadLoaf
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Joined: 04/10/2016
BHFuturist wrote: The tiles

BHFuturist wrote:

The tiles don't have a compass symbol on them in the print-n-play files. Is this just an oversight for the print-n-play or am I missing something?

Oh man, you are so right... I'll fix that ASAP :D.

BHFuturist wrote:

Is the "cave side up" the "inside of the cave" where the monsters can be seen or the outside of the cave "textured side" where the monsters are hidden?

Yes, that should have been more clear. I was trying to say "unexplored side" up. I will make that tweak in the rulebook. Thanks for the feedback! :)

JamJam52
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Joined: 03/20/2016
LittleBreadLoaf wrote: And as

LittleBreadLoaf wrote:

And as for the dice, I was originally trying to stay away from it for that exact reason, but I wasn't sure how... It would just be too hard if you get hurt with every interaction with a monster, and the only other way around it would be to give players 20 or more health... but thanks, I'll keep that in mind :)

I see your point, there's a game called War Stories that got away from dice but its the focus of the game and more complex that I think you need but might give you some inspiration :)

LittleBreadLoaf
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Joined: 04/10/2016
Still Playtesting

Adam Leamey wrote:
Looks interesting what are your plans for the game are you wanting to publish it now or still in playtesting stage.

Still in playtesting stage, but if all goes well I might be looking at publishing options. I'm in no rush though, so for now it's just tweaks and testing :)

Also, edited the rulebook and printable file for the tweaks pointed out by BHFuturist.

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