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Map of all locations?


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#21 Bryon

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Posted 25 August 2014 - 10:53 PM

Yeah, when assembling the map so far, I've decided that some of the encounter sets will be 'basic,' with no attached quest, while others will need to have their quest (or a shortened version) included. Return to Mirkwood, for example, has numerous references to Gollum, which means that you would have to include that quest (or preferably a shortened one-quest-card version with maybe 12 progress required and directions that you have to guard Gollum).

 

However, I think that many of those special quests could be 'overlays' on the existing map.  For example, the entire Mirkwood forest is already covered by these three sets: Passage Through Mirkwood (west portion of Mirkwood), Spiders of Mirkwood (east portion of Mirkwood), and Dol Gulor Orcs (central to south portions of Mirkwood).  Return to Mirkwood seems like it would be an add-on quest that you could choose to do instead of one of the others (or in addition to those), for bonus points.

 

Marking up the map has been fun so far.  I take a Middle Earth map and draw a shape that encompasses all the locations in an Encounter Set. Then I do it again for the next encounter set, and again for the next, modifying each as I draw them so that they will not overlap. I couldn't get Return to Mirkwood not to overlap with the 3 sets I mentioned above, but I figure that that set needs a quest card anyway, so it can be an overlay.

 

So far I have completed the Core set and the Shadows of Mirkwood cycle.

 

I'm about to venture into Moria. I'm not sure what I will find...


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#22 deeth82

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Posted 26 August 2014 - 08:23 AM

Very nice!  Keep us posted as your work progresses!


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#23 Bryon

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Posted 27 August 2014 - 02:16 AM

Very nice!  Keep us posted as your work progresses!

I finished KD and the Dwarrowdelf cycle.

 

I'm planning to make the overland route (Redhorn Gate), appear on the primary map along with other above-ground areas like Road to Rivendell, Misty Mountains, and Watcher in the Water).  The underground Moria option will be an inset with a lot of subsections.

 

I've also finished Heirs of Numenor, but I have not yet started the Against the Shadow cycle, so those might force me to modify my HoN map sections.

 

I hope to upload a map soon, so you can see my ideas and give me some suggestions. One thing I've been thinking about is treating each board space as if it is the quest card. That would mean assigning a "progress required" number to each space. So, for example, it will take a LOT of progress to take the Redhorn Gate route, but each of the Moria spaces will have very little progress required. So, even though you the number of spaces required to travel through Moria is greater (roughly 10 spaces, compared to the Redhorn Gate route which is one space), very little progress will be required for each space.  That way, the total number of turns to complete each route would be roughly the same, depending on the strengths of your deck. 

 

I could also put an asterisk after certain space progress numbers if there is a special rule associated with that space on the board.


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#24 Mndela

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Posted 27 August 2014 - 02:40 AM

Really good job, congrats.


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#25 deeth82

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Posted 27 August 2014 - 06:31 AM

 

Very nice!  Keep us posted as your work progresses!

I finished KD and the Dwarrowdelf cycle.

 

I'm planning to make the overland route (Redhorn Gate), appear on the primary map along with other above-ground areas like Road to Rivendell, Misty Mountains, and Watcher in the Water).  The underground Moria option will be an inset with a lot of subsections.

 

I've also finished Heirs of Numenor, but I have not yet started the Against the Shadow cycle, so those might force me to modify my HoN map sections.

 

I hope to upload a map soon, so you can see my ideas and give me some suggestions. One thing I've been thinking about is treating each board space as if it is the quest card. That would mean assigning a "progress required" number to each space. So, for example, it will take a LOT of progress to take the Redhorn Gate route, but each of the Moria spaces will have very little progress required. So, even though you the number of spaces required to travel through Moria is greater (roughly 10 spaces, compared to the Redhorn Gate route which is one space), very little progress will be required for each space.  That way, the total number of turns to complete each route would be roughly the same, depending on the strengths of your deck. 

 

I could also put an asterisk after certain space progress numbers if there is a special rule associated with that space on the board.

 

All fantastic ideas!  I see you've got your work cut out for you, but it sounds like your ideas are really taking shape.  I can't wait to see this map previewed online.  :)


"Death! Ride, ride to ruin and the world’s ending!”


#26 Johnny Awesome

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Posted 27 August 2014 - 10:54 AM

One thing you need to capture about the old CCG is that going to dangerous places meant you were facing bigger hazards. The encounter decks as they stand right now are balanced more or less against each other. Going to Moria is no more dangerous in this game (encounter set wise) then traveling through Hollin.

 

I actually think you should seriously consider rethinking deck construction. Make it tougher to play certain, allies, attachments and titles without exploring certain locations.

 

It just depends on whether or not you are trying to recreate the whole feel of the old CCG or just the exploration aspects.


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#27 Bryon

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Posted 27 August 2014 - 07:12 PM

For hero deck building, I'm going to leave that up to the players to decide. I'm considering giving a start location for a handful of powerful unique cards.  What would you say are the 5 most powerful unique player cards in the game (barring Gandalf and Heroes)?


Edited by Bryon, 27 August 2014 - 07:12 PM.


#28 gandalfDK

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Posted 29 August 2014 - 05:27 AM

Steward of Gondor, Unexpected Courage, Support of The Eagles (can be really strong), Gondorian Fire, Gondorian Shield, Resourcefull; attachment only.

 

You could go on and on, because I guess it pretty much depends on your deck of course and the situation. There is no deck to rule them all and no 5 cards to rule them all.


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#29 Bryon

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Posted 29 August 2014 - 10:50 AM

Steward of Gondor should be one for sure.  You should probably have to be in Gondor to play that one - maybe even as specific as Minas Tirith.

 

Rather than creating a list of powerful unique cards, perhaps we should just have a few key locations, and think of the unique powerful player card that can only be played there.  So Minas Tirith gets Steward of Gondor.  Maybe King Under the Mountain should be tied to its location, too. Perhaps there is a unique player card that you could only get played at Edoras, or Lorien, or eastern Mirkwood, etc.  I don't want to make too long of a list, since I like to play most of my cards wherever I am.  And non-unique cards should be playable wherever you are.  But I am OK with requiring certain unique player cards to be played only at their "home" locations.



#30 gandalfDK

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Posted 29 August 2014 - 11:23 AM

Yeah, locationbound would be really clever! Alas that Escort of Edoras is nonunique, cause that would fit nicely. ;)
As soon as I get home, I will help to think about some cards. :)

Lorecraving to the pits of Angband!

I may be a fool, but at least I'm an honest fool!

“Home is now behind you, the world is ahead!”  - Gandalf

 





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