One more idea (In a creative mood here) while I'm on my dinner break.
The Well of Worlds
Each wizard sees this place differently: as a hall of doors, as a forest of pools, as a city of strange aspect, or whatever. To the wise it grants a shortcut. To the foolish, it acts as a maze.
Roll three dice against your Strength and three dice against your Craft. If the total of each roll is less than the associated value, you succeed. If not, you fail.
Success: You have found a secret route to the Crown of Command. You may immediately discard three Realmkey tokens and move to the Crown of Command Space. If you don’t have enough tokens to do this, you gain an additional Realmkey token instead.
Failure: You are lost within the Well. Miss one Turn and discard all your Realmkey tokens. If you have no Realmkey Tokens, lose one Life instead.
I really like this idea. How about we add a third result:
The Well of Worlds
Each wizard sees this place differently: as a hall of doors, as a forest of pools, as a city of strange aspect, or whatever. To the wise it grants a shortcut. To the foolish, it acts as a maze.
Roll three dice against your Strength and three dice against your Craft. If the total of a roll is less than the associated value, the roll is a success. If both rolls are higher than the associated value, it is a failure.
2 Successes: You have found a secret route to the Crown of Command. You may immediately discard three Realmkey tokens and move to the Crown of Command Space. If you don’t have enough tokens to do this, you gain an additional Realmkey token instead.
1 Success: You find hidden paths to strange worlds. On your next turn, you may draw 3 Realm cards and pick one to encounter. Discard the rest.
Failure: You are lost within the Well. Miss one Turn and discard all your Realmkey tokens. If you have no Realmkey Tokens, lose one Life instead.
These are some really great ideas! I hope you don't mind if I go ahead and make some of them into realms, maybe with some tweaks.
I know that idea behind this to to replace "Timescape", but you may consider another name, since this is shaping up to be very different a place. Perhaps "The Mystic Relams", or some such.
Otherwise, the idea bedind this is fantastic. I'll brainstorm for ideas on cards, although I'm more of your theme maker than rules balencer in this case.
I'll note that there are small spaces on the boad between "realm" boards on the short edges. If the board(s) for this could be made to fill one or both of those, it would be brilliant.
I've been recreating the Timescape characters in another thread as some will know. Genen the themes, this expansion could conceaveably form a useful home for them.
Thanks! As for the name, I've thought about calling it "Planescape", or "Realmscape" instead of "Timescape", since it is turning out to be quite different than the original Timescape. I'd prefer this to be separate from the main board, though. I'd love to see something fit in between the expansion boards in those little spaces, but probably not this expansion.
I'd go with Realmscape from those.
In my head it's "The Astral Realms", since that ties in with the PoD "Realm" expansions!
You'll need some way to get there if we're not using the dead gaps...
Astral Travel (4 copies)
Spell
Play this card instead of moving in order to move to the [Timescape].
If you are already in the [Timescape] you may play this card when drawing [Timescape] cards. Draw an extra card, choose one to encounter, and place the rest on the bottom of the [Timescape] deck.
Astral Gate (2 copies)
Place/adventure
This unusual portal leads to other places of unusual aspect, beyond the ken of the unenlightened.
Characters who start their turn here may move to the [Timescape] instead of moving normally.
Rainbow Bridge (1 copy)
Place/adventure
The bridge leads to strange realms.
You may attempt to cross the bridge by rolling two dice. If you roll less than your Craft, you suceed and immediately enter the [Timescape], resolving a [Timescape] card.
Abyssal Gate (1 copy)
Place/adventure
The gate leads to strage realms.
You may pass through the gate by rolling two dice. If you roll less than your Strength, you duceed and imediately enter the [Timescape], resolving a [Timescape] card.
Astral Key (1 copy)
Magic Object/adventure
Instead of moving normally, you may discard this card to move to the [Timescape].
If you start your turn in the [Timescape] you may discard this card to move to any Runes Space.
Astral Wand (1 copy)
Magic Object/adventure
Instead of moving normally, you may discard this card to move to the [Timescape].
If you are already in the [Timescape] you may play this card when drawing [Timescape] cards. Draw an extra card, choose one to encounter, and place the rest on the bottom of the [Timescape] deck.
These are good ideas. I was originally thinking, and will probably keep with it for myself at least, that characters could go to the Realmscape through a Rune Gate. The "Astral Journey" spell included in the Cataclysm expansion could also let you move to the Realmscape if you choose.
Something like:
*When using a Rune Gate, you may move to the Realmscape instead of a Runes space.
*After successfully casting "Astral Journey", a character may move to the Realmscape.
This is mostly me not wanting to add cards to existing decks since their card backs won't exactly match. And so I won't have to fish the cards out of the deck if I am not using the Realmscape.
*After successfully casting "Astral Journey", a character may move to the Realmscape.
This is mostly me not wanting to add cards to existing decks since their card backs won't exactly match. And so I won't have to fish the cards out of the deck if I am not using the Realmscape.
While it is a potential problem, I've done a grand total of 12 Adventure and 4 Spell cards. Not very many, especially if someone has a LOT of expansions. They can easily just be ditched & re-drawn if not using the Realmscape.
That said, your Runegate idea does work nicely regardless, and I think that should be added in anyway.