On the City expansion set thread, I mentioned an idea I've worked on that could tie into (and needs) all board expansions (the City and beyond) and other small sets.
Basic idea: Once you have all board expansions, 4, around the basic board, this set proposes a quest to find 4 keys that unlock a secret chamber in the Temple.
4 regular Adventure style cards representing 4 keys, are randomly placed in the 4 regions that border the Outer, Middle and Inner regions. Assume they are the Dungeon, Highlands, City… and Forest or whatever it will be. Setup: Beginning of game players take turns placing each Key face down, in each region by rolling 3 die and adding your Craft or Strength. Count that number of spaces from the entrance of that board in, and place the key there. So most Keys will be at least 6 spaces in.
The Keys add various attributes on their own, but 2 or more give extra abilities: 1 Key adds 1 Strength. 1 Key adds 1 Craft. 1 Key replenishes Fate to starting quota at your turn start. 1 Key replenishes Spells to starting quota at your turn start. If you have any 2 Keys, you can heal to starting quota each turn. If you have any 3 keys you can combine Strength and Craft for each battle, psychic or otherwise.
And if you have all 4 keys, you are teleported to the Temple. At the start of your next turn, you use the 4 keys to open the Secret or Hidden Chamber in the Temple (you must do this, over the usual Temple stuff). The Chamber houses a portal or device with other Teleportation properties. Roll one die and there is no Fate or spells or objects that can change or enhance the roll. You are stuck with what you roll:
1) The Grim Reaper comes to you, follow His card 1) The Werewolf comes to you, follow "its" card 3) The reigning Dragon Lord attacks you 4) You are turned into a Toad, etc. 5) Teleported to the Valley of Fire (must have the talisman, etc.) 6) Teleported to the Crown of Command
NOTE: When I posted some of this on the other thread, I had some differences, which I think are possibly better: 1) was Horrible Black Void, then 2) Reaper, 3) Werewolf 4) Dragon Lord - or - Dragon Rage? 5) Toad, 6) Crown of Command. ** I could see making 1) the Toad, as that works in all things Toad, and 6) the Void, with the others retaining their order, but from 2 to 5. I'm obviously nixing the Valley of Fire.
New Spells for this small set: "Key-Pull", when cast will pull the key you choose towards you, as much as possible, in a straight line (ie; through regions/boards even, BUT only about half the distance (all players should agree on what that is?). UNLESS you already have at least 1 Key, then it pulls right to you. "Key-Hide" makes a key invisible, perhaps until the next change from day/night or vice a versa? Cast as needed (when a player lands on the space to claim?) Of course the Key is invisible to everyone, so timing is important! Key-Trade, can only be cast when you have a key, on a player who has a key (so you could get the one with renewing fate, when you don't want the one that adds to Strength, and so on)
New Character: Locksmith - He can "fabricate" a key, if he has one real key and by losing a turn (or more) in the Village Blacksmith, additionally the key can only be used in the Temple; it neither gives a natural bonus (+1 Strength, etc.) nor can it "combine" with other keys for the additional bonus ( combine Strength and Craft, etc.).
In the Temple: If you don't get to the Crown on your roll, you can try again, but have to leave the Temple first, then come back.
Other: I sorta fancy the Keys being like Trinkets, that is no weight in the carrying. Unless you have the various secret pouches or whatever, they can be lost in most normal ways, by encounters with other characters, spells, abilities or enemies that can steal objects, etc.
If the keys would somehow be 'lost' or destroyed by an effects of the game, they are merely placed randomly again in any available region (1 per) with the normal set up procedure.
As mentioned previously I'm mostly an idea person, so I have not thought out all the balance issues involved, and once again
I realize no one is likely to ever create such an expansion, but I like going on and on about it. The only ideas or expansion I have yet to tie in, would be Sacred Pool and Frostmarch.
any ideas?
