Fool Hearty (misspelled by design) is a press-your-luck game set in a Fantasy / Medieval Setting for 2-4 players. Game Ideas: (Game terminology will be initially italicized)
- Players attempt to score the most points by overcoming Quests.
- Each Quest will usually involve a strong opponent that needs to be defeated. Each Quest will also have a required number of Trials that need to be overcome before you can attempt to complete the Quest.
- Most trials will be opponents of lower calibre than the Quest opponent. Sometimes they will be some sort of other task (Climbing, Swimming, Jumping, Bribery, etc.).
- The game will be entirely card driven and will consist of three to four card types:
- Quests: These are the only way to score points.
- Adventurer: Players hire these at The Inn to use to attempt to complete quests. Players use Gold to purchase Adventurers.
- Equipment (optional): These are 'permanent' cards played on Adventurers that give bonuses. Players use Gold to purchase Equipment.
- Fate: These are multipurpose cards that make up the nuts and bolts of the game. Each card will have the ability to used as any of the following ONE things.
- Trial: Obstacles, usually opponents, played on a Quest that Adventurers need to overcome.
- Bonus: These aid the Adventurer in overcoming Trials.
- Gold: Gold is used to purchase things.
- Vitality: When a Player sends an Adventurer on a Quest, the player has to set aside a number of Fate cards equal to at least the Adventurer's Vitality (and up to double it). These Fate cards are the cards that can be used to help complete the Quest. Whenever the Adventurer is wounded, these Vitality cards will be discarded based upon the severity of the wound (1 card per wound). If the Adventurer is forced to discard the last card in his Vitality deck, the Adventurer is killed!
- While on a Quest, a player may stop at any time, signified by placing the Adventure card between the overcome (face up) Trials and the Trials yet to be overcome (face down). On their next turn, players can regain cards for the Vitality deck by Resting or by playing other Bonus or Equipment cards.
More to follow. -Darke
Comments
the Lord of the Rings CCG
(actually I think there were two - the one that used images from the films)
has a mechanism that you might find useful.
The further each player moves in a turn, the more 'shadow points' they generate.
Other players then play monsters, which cost a certain number of those shadow points.
[url=http://www.boardgamegeek.com/boardgame/2603]on BoardGameGeek[/url]
There are obvious variations on this that suggest themselves: for example creatures that are cheaper to play in particular terrain.
Suggestion
Thanks for the suggestion.
I forgot to mention one of the most important aspects of the game, that being Trials are played face down so a player doesn't know what to expect ahead of him. Although that mechanic you mentioned sounds intriguing, it would essentially kill the exploration feel I was going after.
-Darke