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Inspired by Barbarian Prince (1981)

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Re: Inspired by Barbarian Prince (1981)

Postby GimmeYerGold » July 25th, 2015, 12:25 pm

Here are the tiles with movement costs added:

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Sample of the an approximate random distribution of the tiles laid out as the Heroes explore:


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To make exploration more rewarding, I think I would need to add some other locations that can be discovered, such as roadside Inns, dungeons, ruins, caravans and the like.


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Re: Inspired by Barbarian Prince (1981)

Postby cynthialee » July 25th, 2015, 12:56 pm

The Village needs a Movement Cost also.
I would make it a 1-4 random. {The heroes might get caught up behind a slow moving wagon overloaded with hay.}
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Inspired by Barbarian Prince (1981)

Postby Count Mohawk » July 25th, 2015, 1:00 pm

The numbers on the tiles are a little difficult to read. If you like the white color of the text, I recommend adding a black outline to make them stand out more.


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Re: Inspired by Barbarian Prince (1981)

Postby cynthialee » July 25th, 2015, 4:15 pm

Black numbers would be easier on the eye.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
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Re: Inspired by Barbarian Prince (1981)

Postby GimmeYerGold » July 25th, 2015, 8:45 pm

Here they are with black numbers and white outlines, plus more location tiles. The star icon represents a random movement for that tile, as suggested by cynthialee.

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Last edited by GimmeYerGold on July 26th, 2015, 1:59 am, edited 2 times in total.


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Re: Inspired by Barbarian Prince (1981)

Postby GimmeYerGold » July 25th, 2015, 9:25 pm

Here is a draft of rules for these tiles:

Each player starts on the 2x2 Compass Rose tile.

Each player rolls their red movement dice and may move onto any adjacent square for no movement cost. Moving past that square subtracts that number from their roll, and places a new random tile adjacent. The player may continue to move through as many tiles, and place new tiles as their movement roll allows.

If they end their turn on a regular terrain tile, (a tile marked with a 1-6) they roll one combat die. a skull means a wandering monster appears adjacent, and attacks immediately. Each terrain type has a corresponding wandering monster.

If they end their turn on a settlement tile, no wandering monster appears.

If they end their turn on a ruin tile, a wandering monster always appears adjacent.

Ruins can be searched as many times for treasure as a player wishes. A ruin also represents a dungeon, or Quest.

At a settlement, a player can recover all lost Body and Mind Points between quests, or purchase goods at the armory, or seek a Quest

For a Quest to be available, both a settlement and a ruin must be discovered.


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Re: Inspired by Barbarian Prince (1981)

Postby mukami » July 26th, 2015, 10:48 pm

You could also put your settlement cards to good use.


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Re: Inspired by Barbarian Prince (1981)

Postby Anderas » July 27th, 2015, 12:24 am

Will you play random Quests or do you intend to put them in a kind of order?


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Re: Inspired by Barbarian Prince (1981)

Postby GimmeYerGold » July 27th, 2015, 10:32 am

mukami wrote:You could also put your settlement cards to good use.


Yes, I think with the added danger of making it to town in one piece, and then needing to trek to the dungeon as well can make the settlement cards relevant again :)

Anderas wrote:Will you play random Quests or do you intend to put them in a kind of order?


I'm not sure about this one. I guess it could go either way, according to the Evil Wizard, or players' whim.

There are a few quests in the original quest pack that seem like they could be played in any order, as if the Heroes stumbled upon the entrance to the dungeon, and heard a rumor about what lurks therein. Then, there are a few Quests that are part of a series for sure, and these could be doled out at a castle, or via messenger while the Heroes are recuperating in one of the settlements.
Last edited by GimmeYerGold on July 27th, 2015, 1:40 pm, edited 1 time in total.


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Re: Inspired by Barbarian Prince (1981)

Postby GimmeYerGold » July 27th, 2015, 4:22 pm

Here is an elaboration on how these Wilderness tiles can work in play. Their use adds a puzzle element as Heroes create, and find the best paths to each of their destinations. I still have to decide the appropriate ratio of tiles however.

In addition to the tiles, I feel 2 decks of cards, a Settlement deck, and a Wilderness deck, with no more than 24 cards in each, will need to be added to create the thematic feel of traveling over land. Also, I decided to replace the large compass rose starting tile with a tile representing an Inn at a crossroads, and call it "Ye Olde Inn" :)

So here goes:

Wilderness Rules

At the Beginning of a Quest, each player places their figure on the large “Ye Olde Inn” tile. It is up to the Evil Wizard player how much of the Quest script can be shared at this time to encourage the Heroes to seek out the unknown location of the Quest, however, if the Quest contains surprise elements, save some of the Quest script details for when the Heroes actually reach the Quest location. The Evil Wizard player then places 8 random wilderness tiles adjacent to the Ye Olde Inn tile, with two tiles on each of its four sides.

The Wilderness tiles are: Plains, Desert, Forest, Swamp, Hills and Mountains.

As usual, a Hero may move, perform an action, or perform an action, then move. The following actions are available while in the Wilderness: Attack, Cast a Spell, Change Equipment, Run, Camp, Explore Wilderness (while on a wilderness tile), Visit the Armory (while in a settlement), Explore Settlement (while in a settlement), Seek Lodging (While in a settlement or Ye Olde Inn). There are no traps or secret doors the Heroes can search for in the Wilderness.


Each Hero rolls their red movement dice, and may move onto any adjacent wilderness tile.

Each wilderness tile is marked with a number; Plains = 1; Desert = 2; Forest = 3; Swamp = 4; Hills = 5; Mountains = 6.

Moving past a wilderness tile subtracts that number from the Hero’s movement roll. A Hero may pass horizontally or vertically through a wilderness tile. If no tile exists in the direction they are moving, the Hero places a random tile in the empty space. The Hero may continue to move through as many tiles, and place as many new tiles as their movement roll allows.


While a Hero is on a wilderness tile, on their turn, they may perform one of following actions:

1) Explore Wilderness. Draw one random card from the wilderness deck. (The wilderness deck contains 18-24 cards.)

2) Camp. The Hero can attempt to rest in the wilderness, restoring 1 lost Body Point and 1 lost Mind Points, however camping leaves a Hero more vulnerable to wandering monsters.

When a Hero ends their turn on a wilderness tile, they roll one combat die. A black skull means a wandering monster appears adjacent and attacks immediately. If the Hero is camping, rolling a white skull means a wandering monster appears adjacent and attacks immediately.

Each wilderness terrain type has a corresponding wandering monster: Plains = Goblin; Desert = Mummy; Forest = Skeleton; Swamp = Fimir; Hills = Zombie; Mountains = Orc.


Settlement tiles, and Quest tiles have a * indicating the movement needed to pass through them. This is determined by rolling a red die each time before the Hero rolls movement.

If a Hero end their turn on a settlement tile, no wandering monster appears. The Hero enters the settlement, and is removed from the board until they exit the settlement. An unlimited number of Heroes may enter a settlement at once. While a Hero is in a settlement, on their turn, they may perform one of the following actions:

1) Visit the Armory. Purchase and/or sell a number of items at the armory.

2) Explore Settlement. Draw one random card from the Settlement deck

3) Seek Lodging. For 25 gold coins, the Hero recovers all lost Body and Mind Points. A Hero may also seek lodging at Ye Old Inn.


If a Hero end their turn on a Quest tile, that Hero enters the Quest, and is removed from the board until they exit the Quest. However, nothing is placed on the game board, and the Quest does begin until all Heroes enter the Quest. At that time, the players place their figures at the starting point of the Quest, and listen to the Quest script as usual. The Quest now resumes according to the usual rules.

After the Heroes exit the Quest, and all return to Ye Old Inn, the Quest is then complete. Tiles are shuffled for the next Quest.


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