THE CITY – BOARD SPOTS
2E was significantly more complex than 3E but in general it worked a lot better. 3E was one long street (you entered at the middle, whereas 2E was circular and had an extra street leading to the palace. All street spaces (except the town square and, in 2E at least, the Wharf) required you to draw one City Card. In 2E there were two streets that required you to draw two City Cards.
With 4E being larger than 3E hopefully we can get the larger city and extra buildings from 2E. Including additional alleyways would be pretty nice too.
Town Square (2E) – Either Arm Wrestle a guard (S5) or roll a die: 1 – Seen Bribing a guard, take a Warrant, 2: Sent away to the fields, 3: As 2, unless you pay 1G. 4-5: Pay 1G + 1G per follower. 6: No effect.
Comments: Pointless location. No-one willingly landed on it. Miss a turn whilst they check your papers would have been a perfectly sufficient penalty. Heck, a Market Square, that functioned like the market card would be even better.
Doctors: As main board. Has two entrances / exits in 2E but only one in 3E.
Comments: Quite often this space was used for it’s two entrances and exits in 2E, doubling the chances of reaching that sweet Street card you want to land on. The Doctors was very close to the entrance in 2E, which makes sense as it’s the building players will want to use most urgently. I suggest it remains this way.
Stables – Store your steeds here for 1G / steed. Grants them immunity from the Horse Thief effect, but you have to collect your steeds on the way out of town. May purchase Mules for 1G, Horse for 2G, Horse and Cart 5G, Warhorse for 5G) (In 3E – this spot was called Horse Market. There was no stabling effect. It’s cost were: Mule : 2G, Horse: 3G, Horse and Cart: 4G)
Comments: I never was particularly keen on the Warhorse. A permanent Psionic Blast was far too powerful. Keep the Stabling option though to dodge the Horse Thief and put Horse and Cart up to 5G.
Armoury – May repair broken / damaged items for 1G. Sells the following: 2E: 2H Sword (4G), Great Axe (4G), Full Face Helm (3G), Kite Shield (4G), Plate Mail (6G), Sword (2G), Helmet (2G), Shield (3G), Armour (4G), Axe (2G). 3E: Did not have 2H Sword, Full Face Helm, Kite Shield or Plate Mail, did sell Bow for 2G and Arrows for 1G.
Comments: Why would I want to buy a Sword when I could buy an Axe for the same price? The Bow and Arrows could be discarded for a +2 bonus in combat. This depends on your take on ranged attacks though 3E seems better than 2E on this front. Other than that, this makes a fine gold sink and makes a good alternative to the village.
Anarchists Guild: (2E only) Good / Evil characters swap their alignment. Neutral character either heal all their lives or else may address the guild: 1-3 Ignored. 4: +1G, 5: +1 Life, 6: +1 Spell
Comments: Great spot! I finlly get a decent say in my alignment. The free heal can be a little powerful, but with the introduction of Fate maybe it should be +1 life and +1 Fate. Giving Neutral characters their own spot like the Chapel and Graveyard is a nice touch too.
Six Fates Inn: (2E only) You may a Water Bottle here for 1G. You must roll a dice. 1-3 Miss a turn, 4: Boatman offers to take you anywhere in the Outer Region for 1G. 5 Hear something in the street, draw a City card. 6: You may join the Big Money Game. D6+Craft 3 or less: Lose everything and one life to boot as well. 4 -2G, 5 -1G, 6-7 Break even, 8: +1G, 9: +2G, 10+ x2G.
Comments: Nice to have somewhere to buy a Water Bottle. The Big Money Card Game is abusive (even more so with fate rerolls) 6: You win 2G through gambling might be better. Would be nice if it were called the Six Fates Tavern so the Swashbuckler gets his bonus here.
Royal Castle / Palace: (2E Only: Buy a Warrant on another player for 1G.) You may attempt to become sheriff. D6+Str. 4 or less lose a life, 5-6: Fined for wasting time -1G, 7-8 Ignored, 9: May buy post for 1G, 10+: Appointed Sheriff (In 3E the table is 5 or less -1 life, 6-9 Ignored, 10+: Appointed Sheriff)
Comments: I’d quite like to see the Sheriff have to surrender a Monster Trophy before rolling. Not too sure about the buying Warrants effect either. It’s fun for a little mischief, but does almost block off an entire board for one player, which isn’t so great.
Donjon: You only get here if the Watch arrest you. Your choices are: Bribe (2G). Escape: Stay here til you roll a 1 for movement. Judgement: Roll d6. 1 -1 Life and see 2. 2 Jailed, You can only leave through Bribery or Escape. 3: Fined. Pay 4G or be jailed. 4: Fined. Pay 2G or go to the City Gates. 5: Pardoned. May leave. 6: Wrongful arrest +1G and may leave.
In 3E, the Bribe was 1G + 1G per follower and the escape roll was 1: -1 Life, 2-3: No effect, 4-6: Escape. There was no judgement roll.
Comments: I prefer the 3E Escape table as opposed to trying to roll a 1 on a d6. Is the judgement table needed? I’m not convinced. Bribes in 2E are far too costly.
The Wharf: You may pay 4G to move to a space of your choice in the Middle Region or may stowaway, in which case the player to your right chooses which spot in the Outer Region you end up in. In 3E this was a draw one card space and the cost to move to any spot was 2G.
Comments: 4G is a heck of a lot to get to the middle region. 2G feels right. Draw a card? Not sure, could add some odd rules shenanagins about what to encounter first. Stowaway. This is a great idea, even if it did usually result in Good characters going to the Graveyard and Evil ones going to the Chapel. Siccing the Troll on the Sprite was always good for a laugh too.
Enchantress: As regular enchantress but could open a Gate to the Timescape too.
Comments: And given the opportunity to be turned into a toad for nothing, how many player visit the enchantress out of choice in the first place? Timescape is unlikely to happen and can always be house ruled. If you want to use the Timescape board
Magic Emporium: (2E: You may purchase a spell for 2G. You may purchase a spell from the discard pile for 4G) You may become the High Mage. (2E: Discard a Magic Object. 3E: d6+Craft:5 or less: Turned into a Toad, 6-9: Rejected, 10+: Become the High Mage)
Comments: The capacity to buy spells is nice. I prefer the 3E method of becoming the High Mage, although forcing the player to discard a Spell or Magic Object in addition might be good.
Bank: You may take out a Loan. Neutral and Evil players may attempt to rob the bank. If they do so, roll a die. 1: Turned into a toad, 2: Spotted. Take a Warrant. 3: No opportunity. 4: 1G, 5: 2G, 6: 4G and a Warrant.
Comments: The City didn’t have that many ways of making money, so players almost never took out Loans, except when they were the High Mage (who cannot be turned into a Toad and was therefore immune to the negative effects of the Loan) Not sure about robbing the bank either. Theoretically the Bank could allow players to store their cash there as a defence against Fools Gold or other players robbing them, but it’s such a marginal use, that I can’t imagine it would see much play either.
Apothecary (2E): Discard any number of objects to gain 1G per object. You may purchase a potion for 1G. Roll a die. 1: Poison -1 Life, 2 No Effect, 3: +1 Craft, 4: +1 Strength, 5: +1 Life, 6: Anger the Apothecary, move to the street.
Alchemist (3E): Buy a potion for 1G. Roll a dice. 1 – Poison -1 Life, 2-4 No effect, 5-6: +1 Craft, Strength or Life.
Pawnbrokers (3E): Discard any number of objects to gain 1G per object. Any player may purchase the objects discarded here at a cost of 2G per objects.
Comments: The Pawn effect and Potion table in 3E are far better than the 2E version. (Why buy a potion in 2E when half the time it will only have a negative effect?) The only idea is whether or not they should be split into two shops or amalgamated into one.
High Temple (2E): You may pray. If you do, roll 2d6. 2: +1 Craft and +1 Strength, 3: +1 Craft or +1 Strength, 4:+1 Life, 5-6: Ignored, 7: Donate 1G to the church roof fund, 8-9: Ignored, 10: +1 Spell, 11: +1 Object from the Purchase deck, 12: Shown secret passage, you may move to the temple next turn.
Comments: I quite like the fact that the “you may add one when praying characters” were immune to contributing towards the roof, but didn’t find this temple quite so beneficial.
I will post notes on the Master Level Characters and the City Rules at a later date...