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Different elements in a "going on a journey" type of game.

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Tovian
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Howdy folks. I'm currently working on a game that focuses on traveling across a fantasy realm. The players travel through the realm and gain different resources and experience. The person with the most experience at the end of the game wins. The one issue I am having is figuring out what the different resources and rewards that the players earn.

I'm trying to figure out what types of cards players will draw that fit the element of exploration and traveling. I currently have Scenery cards (whoever has the most of these at the end of the game gets extra points, they are worth points individually as well) and Visitor cards (these cards just give you random benefits). Any input or suggestions are welcome.

Thank you all!

diluce
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Have you looked into Tokaido?

Have you looked into Tokaido? It has the same theme of a journey, although more mundane than what you're probably looking for.

Players earn points by eating at inns, meeting people, painting landscapes, donating to temples, buying souvenirs, and even more if you look at the expansions. They can earn money by working at farms.

Depending on the type of fantasy realm, you could include quest cards, weapons, treasure caches, etc. I don't know enough about your mechanics to really give good suggestions. But it sounds interesting :)

Tovian
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Thanks for the reply!

diluce wrote:
Have you looked into Tokaido? It has the same theme of a journey, although more mundane than what you're probably looking for.

Players earn points by eating at inns, meeting people, painting landscapes, donating to temples, buying souvenirs, and even more if you look at the expansions. They can earn money by working at farms.

Depending on the type of fantasy realm, you could include quest cards, weapons, treasure caches, etc. I don't know enough about your mechanics to really give good suggestions. But it sounds interesting :)

I really appreciate your input! Tokaido is what inspired me to make this game, being one of my favorite games. I really enjoy the cards you draw from that game, but I want to try to devise my own types of cards.

The current mechanic that I have now is that each player plays cards from their hands in a sequence. Then their character goes through them one at a time, doing all the actions on the cards in the sequence you put them in. There are cards that make opponents' cards cost more to use or make them lose food or gold, making them unable to activate their cards. So I currently have things like gold and food to pay for certain cards and effects.

That's the basic rundown of it. Once again thank you so much!

diluce
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Sounds fun!

Okay, so you're looking for types of cards? You already have Scenery and Visitor, so why not:

Explore (find treasure/defeat monsters/complete quest) = earn gold
Hunt/Farm = get food
Sabotage (tip off raiders/set a trap/leave a false trail) = inconvenience opponents
Merchant = trade gold for food or other resources, or trade resources for points
Weapons = maybe player with highest ranked weapons gets points at the end?

Anyway, that's what I've got for now! I'm interested to see how it develops.

questccg
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A Quest: Is that what you mean???

Tovian wrote:
Howdy folks. I'm currently working on a game that focuses on traveling across a fantasy realm. The players travel through the realm and gain different resources and experience...

Hmm... Sound like your JOURNEY should be a QUEST! :P

No seriously. I've been "thinking" (very unsuccessfully) about a Second Edition, in which "Quest Adventure Cards(tm)" would be an EPIC GAME!

If you want to know more, I'll share (but I'll try not to make it TL;DR).

The original "Quest AC" was a simple Set Collection game. The goal was to be the first player to accomplish three (3) Quests was the winner. There were all kinds of cards such as: Character, Landmark, Items, Heroes, Monsters, Treasure, Magic, Components and lastly Equipment.

Each Quest stated the cards that were required to complete it. (And where Set Collection was the primary mechanic)

But it was too simple of a game and was my first effort at making a game.

So I've been letting my mind wander and trying to see another way of embarking on Journeys (or Quests) in order to accomplish them and win the game.

I have "explored" the concept of Tarot cards - but could not come up with something that could work (as a game). And I kept returning to Set Collection - which I would want to avoid.

Anyhow IF you have some ideas, feel free to share. I'd like to design a "better" game - but am unsure how to do so.

Sorry to "hijack" your thread - Just figured maybe you had some ideas of value.

Cheers!

questccg
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And about being EPIC!

I "know" (in my mind - a bit foggy) but I am thinking of an RPG-Style Storytelling "Adventure" players embark upon, each player trying to embark upon the MOST EPIC Journey (or Quest)...

I can "feel it" - and I know that something like that would be possible.

But I don't know WHAT/HOW - Yet.

I'm waiting for some more inspiration - to see what could be possible. Obviously maybe your "Quest" will be a collection of cards. And maybe your Journey is composed of multiple "Quests". Maybe the first player to accomplish three (3) Quests wins like the original game.

But the Set Collection mechanic needs to be BOOSTED with - well SOMETHING!

Things I'm considering:

  1. A card drafting mechanic
  2. Dual-Sided cards to hide sensitive parts from your opponent
  3. A "Party/Combat" mechanic (maybe? Or something)
  4. Your Journey is the combination of your Quests
  5. Waiting for more inspiration...

Man I know "Quest AC v2" could be an EPIC GAME!!! Just need to be able to transform the ideas I don't know of - YET!

Cheers and feel free to comment if you wish to do so.

Update: I always wanted the Quest Brand/Franchise to be more than just "Battling or duals". I wanted some form of STORYTELLING. Like once you WIN, you can tell the story of your JOURNEY!!! Something like that.

That's the EPIC point: If after you win, you can EXPLAIN the journey and tell the Story about it... That's what I am after!

Tovian
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diluce wrote:Okay, so you're

diluce wrote:
Okay, so you're looking for types of cards? You already have Scenery and Visitor, so why not:

Explore (find treasure/defeat monsters/complete quest) = earn gold
Hunt/Farm = get food
Sabotage (tip off raiders/set a trap/leave a false trail) = inconvenience opponents
Merchant = trade gold for food or other resources, or trade resources for points
Weapons = maybe player with highest ranked weapons gets points at the end?

Anyway, that's what I've got for now! I'm interested to see how it develops.

I like the ideas of weapons! I will see if I can find a way to implement them in. Perhaps there could be "bounty" quests, if you have a weapon, you complete the quest and gain a reward. But there can be cards that destroy your opponent's weapon or even steal it from them.

I like your idea. Thank you so much for your input!

Tovian
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QuestCCG

Hey there bud! I see we have similar tastes in themes! To expand and hopefully help on your idea, I really like card drafting. Perhaps you could use the a drafting mechanic similar to Seasons or 7 Wonders, where you give players a set number of cards to choose from in their hand (they could be different quests that they need to complete or different items or people they encounter). They choose one and pass the rest to the next player. Then once they are all chosen, the players can make their journey with the cards they drafted.

This way, the players while drafting could set up an epic story with the cards they are picking and could find some cool combos and other things to help them make their quest the best one!

While I do like battling and fighting, I agree with you that I find Storytelling a lot more fun to create things with than Fighting. Hopefully I helped, but feel free to ask more questions!

Have a good one!

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