Hi everyone!
I'm in the process of designing a thematic coop adventure board game with dynamic map tile placement, and I'm a bit torn on what mechanics would be best used to spawn items/mobs in a room.
1. I could go with the run-of-the-mill draw a monster then draw loot every time a player explores, but that's too Munchkin-ish - repetitive and predictable.
2. Another mechanic I'm considering is specifying what deck to use on the map tile itself - i.e. in the Armory tile, draw 1 monster, 2 loot and 1 event.
3. Third option would be to use one single large deck for all item types (monsters, loot, events, traps, blanks) and always draw a card upon exploring.
4. Lastly, there are no decks - instead all events and spawns are printed on the map tile itself i.e. in the Master Bedroom you will always find a Ghoul and a gold ring worth 100g.
As it stands now, I am torn between second and fourth mechanic.
What are your thoughts?
Cheers,
/R.
Hi Ernst, thanks for the quick reply!
#2 is also my favourite on the list.
I think I understand the mechanics you are proposing.
Say the tile has the 'sword' symbol for the event. In this case, I draw the event card from the deck and look up what happens for 'sword'. The monster might be aggressive, with +1 attack, as opposed to 'shield' where it is passive with -1 initiative or 'feet' when the monster flees.
Have to say, I like this mechanic, allows for a lesser variation of mobs (which for my theme is actually a good thing) but helps with immersion - different room types affect monster behaviour. Would be weird to have a wraith charge you in the chapel, with full attack strenght.
I'll definitely explore this further!
Cheers,
/R.