Thanks Big Bene! Appreciate your support on the project!
To answer your earlier question about diagonal movement, I decided to keep the movement as true to regular movement as possible, so only horizontal and vertical.
Work continues, and I have revised my rules for the tiles, and a deck of 24 "Realm" cards are forthcoming. The player draws from when exploring the tile they're standing in. Functions similar to treasure cards, bad ones go back in, good ones stay out, however there are some unique additions, like finding a stable and buying a horse for faster overland travel, etc.
Overall I anticipate approximately 70 realm tiles total, and a Hero can reveal up to 3 tiles each time they move into an unexplored area. Based on this, the Heroes are likely to reveal the location of at least one dungeon and settlement within 5 to 7 player turns, or about one and a half rounds. Playing with these realm tiles will function as a sort of puzzle/strategy game as Heroes find and determine the best routes to travel to and from, while offering rewards and challenges before they even enter a Quest, thereby increasing game tension and fun. (At least, that's how I hope it will play out!
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So anyway, here are the revised and simplified rules:
Rules of the RealmZargon places the Ruins tile, and four random wilderness tiles adjacent to it. The wilderness tiles are: Plains, Desert, Forest, Swamp, Hills and Mountains.
Zargon then shares enough of the first Quest’s script to encourage the Heroes to seek out the unknown location of the Quest’s dungeon, however, any surprise elements are saved for when the Heroes actually begin the Quest. Then, the Hero to go first places their figure on top of the Ruins tile, and begins their turn.
As usual, a Hero may move, perform an action, or perform an action, then move. The following actions may be performed while in the realm: Attack, Cast a Spell, Change Equipment, Run, and Explore. When a Hero explores, they draw a card from the realm deck.
Each Hero rolls their red movement dice, and may move onto any adjacent tile, so long as their movement allows. Moving onto a realm tile subtracts that number from the Hero’s movement roll. The Hero’s remaining movement must be equal to or greater than that number for the Hero to move onto that tile.
Each realm tile is marked with a number; Plains = 1; Desert = 2; Forest = 3; Swamp = 4; Hills = 5; Mountains = 6; Ruin, Settlement, and Dungeon = * (The * is a number determined by rolling a red die each time before a Hero moves onto that tile.)
If no tiles exist adjacent to the tile a Hero has moved onto, the Hero then places a random tile in each empty space adjacent to that tile. The Hero may continue to move through as many tiles, and place as many new tiles as their movement roll allows.
Each time a Hero moves onto a realm tile, they roll a combat die. Rolling a black skull means a wandering monster appears in an adjacent tile. However, the monster may move and attack on Zargon’s next turn.
Each tile has a corresponding wandering monster: Plains = Goblin; Desert = Mummy; Forest = Skeleton; Swamp = Fimir; Hills = Zombie; Mountains = Orc; Dungeon = Chaos Warrior; Ruins = None; Settlement = None.
When a Hero moves onto a settlement tile, the Hero enters the settlement, and their figure is removed until they exit. While a Hero is in a settlement, on their turn, they may visit the armory to purchase and/or sell a number of items, and as an action, they may explore the realm, and draw a card from the realm deck as usual on any other realm tile.
When a Hero moves onto a Dungeon tile, that Hero enters the Quest, and their figure is removed until they exit. However, nothing is placed on the game board, and the Quest does begin until all Heroes enter the Quest. Then, they place their figures at the starting point of the Quest, and the Quest script is read in full. The Quest now begins according to the usual rules.
After each Hero exit the Quest, and returns to a settlement tile, they may collect any reward, and the Quest is then complete.