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QorDaq wrote:Another interesting piece to your Co-Op/ Solo puzzle.
For corridors, if you intend to stick to the canon board, you do have your work cut out for you, since there really aren't that many of them.
That said, your idea about having a set distance to search, (4" in your example), has merit on several levels. Firstly, this also allows for more potential Traps? And, in the case of branching corridors (Turns), this could lead to dead ends, which in tern allows for additional Secret Door potential.
I think the primary challenge to this idea, is that searching every 4 squares means possibly slowing the game down. At least that's the argument I hear the dissenting voices chanting in my mind's eye. However, any more than 4 squares could reveal the dungeon very quickly--to be fair, it's not that big of a board after all.
I'm curious to see what you decide.






Oftkilted wrote:Rather than requiring a “Double 1” why not do “A hero will trigger a trap on any roll of a 1 if the room/passage has not been searched for traps” or do an “unexpected event deck” which could include traps, wandering monsters, surprises, reinforcements? Possibly triggered on a hero roll of double 1s?



Maike05 wrote:I think that I should stick with this design idea and define the concept as any intersection of walls or corridor turn makes one section or unit.
From there, the cards could be designed like this: Based on the number corridors ‘sections’ you are able to see, the card will dictate what you need to generate.
What do you think ?




Maike05 wrote:@Davane: I’m very familiar with AHQ dungeon generation system thanks for the suggestion ! It is a really good a clever system. I’m definitively taking it in consideration, trying to mix and match to find the best possible solution. I feel I should however reduce to the bare minimum the dice rolling, otherwise it makes no sense to design cards in the first place ^^


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