JCHendee said:
Interesting... That's a new twist. I hadn't thought of "clue" like cards connected directly to winning the game but rather just accessing by a Talisman, to whatever endgame is in play or will be drawn.
Well, having thought on it some more:
Prophecy cards
Each player recieves a number of Prophecy Cards at the beginning of the game. Say either one, or a number equal to Fate.
If they have no Prophecy cards at any time, they may exchange a single point of fate for one.
Whenever an effect allows them to gain fate, they may, instad, draw a Prophecy.
A Prophecy card lists a type of encounter.You may play the card befor that encouner, and apply the listed moifiers (if any) to that encounter.
The card also lists a reward. If you defeat your ncounter, you gain the listed reward. If not, discard the Prophecy.
Ecample Prophecy cards:
Hidden Treasure: The great wrym Dornyyr hides a powerful relic in her belly. Encounter any dragon, you fight at -1Str. If you win, you may claim a random Treasure Card.
Strength in Bravery: The Gods will fortfiy anyone of sufficient vallor to face their own nightmares.. Encounter any Spirit. If their craft is equal or lessless than yours, treat it as one higher than yours. If you win gain +1 Str.
The Ending Card: Guardians of Fate
A group of warriors have been summoned from legend to defend the Crown of Command. They will repel any unworthy in their deeds.
A player may claim no reward for a Prophecy, and instead keep a completed prophecy face up in front of them. Each player starts with two additional Prophecy Cards.
When a player reaches the CoC, they roll a die and subtract their completed clues. They loose theat number of lives. If they loose any lives, they are thrown back to the Plain of Peril.
If they loose no lives but have six or more completed Propecy Cards, the Guardians cast them to the Plain of Peril and remove two Prophecy Cards from them for their cowardice.
Other players loosing no lives take the crown!
talismanisland said:
The use of clues is one of the mechanics from Mythgardia.
As the game starts, you get a card with a space to visit, which is where you then find out where the real treasure is and then you travel there. It's a cool, simple mechanic.
I did think of that, however, in Mythgardia there is not only more movement control, so it would work less well I feel.