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Runebound (Second Edition)» Forums » Variants

Subject: Cities of Adventure Expansions rss

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Judd Jensen
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Hey Gang,

After many requests I have finally completed Cities of Adventure expansions for the three big box expansions currently in print; ie the Island of Dread, Sands of Al-Kalim and the Frozen Wastes. The rules are posted in the variant sections on the expansion pages for those games. In time I'll be finalizing these rules and posting them in a prettier pdf, but for now give them a try and let me know if you have any suggestions for improvements.

Here are the links to all the pages:

The Original Cities of Adventure Rules PDF:
www.boardgamegeek.com/filepage/24306

Rise of the Dragonlords variant for the base game:
www.boardgamegeek.com/filepage/44379/cities-of-adventure-ris...

Island of Dread Expansion
www.boardgamegeek.com/thread/405580

Sands of Al-Kalim Expansion
www.boardgamegeek.com/thread/405231

The Frozen Wastes Expansion
www.boardgamegeek.com/thread/404396

Midnight Expansion
www.boardgamegeek.com/filepage/51023

Mists of Zanaga
www.boardgamegeek.com/filepage/60070/mists-of-zanaga-cities-...

Comments always welcome,


Judd
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Judd Jensen
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Mr. Skeletor originally suggested that I compile a post with all the variants together. Unfortunately, he has removed all of his work from the bgg database.

That said, it was a good suggestion.


Judd
 
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Pelein de Cratia
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Guayota City
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Hi! Very good work, but... what about Midnight? soblue
 
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Judd Jensen
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On the one hand... I own Midnight and really enjoy it. On the other hand... there is already a LOT going on when you play the full Midnight rules. Unless your the Night Lord character who mostly sits around twittling his thumbs. But lets be honest who plays Midnight with the rules as written... or even with a Night Lord player. shake

Having said all that I will sit down and make some City of Adventure Rules for Midnight but that will take more research as the cities actually have a lot of cool fluff already fleshed out in the RPG. Since I'd want to stay true to the source material... this will take some extra work on my part.

Have faith though... I do plan to work on that project over the summer so it will happen... in time.

Stay tuned.

Judd
 
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Chris Franka
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I've played with the COA on the main board, and I wouldn't play without it now. Great to know you've developed additional versions. The most recent one looks like fun. I'm giving you TWO thumbs for this fantastic effort.

And hell, a too. More than worth it.
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Judd Jensen
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Midnight does pose a lot of problems for the Cities of Adventure variant but who knows... I'll probably play around with it and see if I can come up with anything worth having.

In the meantime... while its not exactly a Cities of Adventure variant, I did make a story dice mechanic for traveling in the Midnight expansion some time ago. They were meant as a substitute for having one player play the Nightlord and I have used them quite a bit for solo play with the Midnight expansion. Here is a copy of those rules... if your interested in giving them a try.

New travel rules for Midnight: In addition to rolling for your terrain type to shop or heal, a player who doesn't encounter an adventure or visit a town, must now roll a story dice at the end of their movement. Each terrain symbol generates a different story event and may be encountered in any order the player wishes.

Mountain: Dwarf Supply Depot: You uncover a cash of goods hidden for supporting the rebellion. Gain 2 goods.

Forest: Elven Scouts: You are temporarily joined by a group of elven rebels who assist you in your next fight. Your hero gains +4 mind and plus 1 range damage on your next turn.

Road: Secret Paths: Gain 2 additional movement points on your next turn.

River: Dark Tidings: Spawn a Patrol token in the nearest evil Fortress. If all patrols are in play, the Night Lord's power increases one rank instead. If the Nightlord is at power level 4 and all patrols are in play, then this symbol has no effect.

Swamp: Misdirection: Move one patrol 3 spaces in any direction, ignoring terrain.

Hill: Costy Delay: Your next challenge has one additional health.

Plains: Spotted!: Roll 5 movement dice for the nearest patrol and move it towards your hero.

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Judd Jensen
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I have posted a new Cities of Adventure variant for the Runebound: Midnight expansion. These rules also contain detailed rules for playing without a Night Lord player. The file can be found at:

www.boardgamegeek.com/filepage/51023

I've also added to the link to the main post above so that all of the expansion links can be found in one place.

Judd
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JC Hendee
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Runebound (Second Edition) » Forums » Variants
Re: Cities of Adventure Expansions
It has been a while since anyone has posted here, so I don't know if anyone's still watching. My group has been using the CoA on and off in our games (mostly with just the core game). We enjoy CoA, but after a while we began to see some problems.

First, a lot happens in the cities. Some think its too much and bogs down city turns. Others don't mind and like the added story elements. The option to roll or not by choice didn't work for us, as it made things unfair.

But, Secondly, all agree that there's a problem with certain events/encounters always happening within the same combinations. For instance...

Mountain always with Plain & Road, Forest always with River, Swamp with River, and Hill with Plain & Road. In any one game, it can get to be too much for even those (of us) who like to take our time with a game. Those unique events (Mountain, Forest, Swamp) are loaded down. And certain combinations make less sense than others.

Using the "travel rules" for Midnight herein as an example, the only time you find "dwarven supply depot" (Mountains) is when you are also "spotted by a patrol" (Plain) AND find a "secret path" (Road). Where we could see the how that might happen... wouldn't a dwarven depot be hidden a bit better than that? Maybe some place well off a beaten path? And would this combination always occur in such combination? We've run into similar quandaries or repetition/pile-up in the city tables as well.

There's also how often (across combinations) particular events happen, such as Roads being the most common terrain type to come up (4 sides of the die, or 66.6% of all rolls). Would that many "secret paths" be found throughout the Midnight setting? Same problem in other CoA tables.

We appreciate the system's leanness in only using core dice (vs standard or alternative ones), and the cleanness of a one die roll appeals to many. But have you considered any alternatives for generating a greater mix of a limited number of events or limiting how often those potent combinations come up?

We've been analyzing the probabilities for rolling two terrain dice and interpreting only "double" terrains that come up. Yes, we realize most players would prefer one die (but honestly, rolling two doesn't take anymore time). There are problems with this as well, as a Mountain still always comes up with Plain and River, Forest with River, etc. as above. The probabilities are also narrower, but there is also the chance that nothing happens at all. The potent combinations are more rare. Here are probabilities that come up for only double Terrain (a matching terrain type on both dice).

Nothing = 12/36 = 33.3%
Road = 8/36 = 22.2%
River = 6/36 = 16.7%
Hill+Plain+Road = 4/36 = 11.1%
Plain+Road = 2/36 = 5.6%
Mtn+Plain+Road = 1/36 = 2.7%
River+Forest = 1/36 = 2.7%
River+Swamp = 1/36 = 2.7%
River+Road = 1/36 = 2.7%

Strange combinations are still a problem. And some events still always occur in combinations. But the chance of them overall is somewhat decreased, with a 1 in 3 chance that nothing happens (which might still be too high for some tastes). Those rolls of single terrain type doubles (Road and River) could be used for something that might occur the most often. Or... here's what happens when Road (only) doubles are stripped out and considered "nothing happens"...

Nothing = 28/36 = 55.6%
River = 6/36 = 16.7%
Hill+Plain+Road = 4/36 = 11.1%
Plain+Road = 2/36 = 5.6%
Mtn+Plain+Road = 1/36 = 2.7%
River+Forest = 1/36 = 2.7%
River+Swamp = 1/36 = 2.7%
River+Road = 1/36 = 2.7%

Now there's close to a 50/50 chance the anything happens instead of 100% on a 1 die roll. And there are 7 possible events just like your original lists.

If something leaner is desired, pulling River-only doubles brings "nothing happens" up to 72.3%. I could see where in Midnight, with the way that scenario works, that more things might happen in the wild than in other scenarios/expansions. But this points out that not every roll of dice for encounters needs to have an encounter for every terrain or terrain combination.

Results for the doubles approach could still be interpreted by your outlined system. Or, going back to the first doubles probability list, these could be 8 individual (singular or compound) events. In a listing of references, the icons for the terrain types could be used for quicker visual referencing as well.

Here's just an example of how the Midnight "in the wild" table (with a couple extra tweaks) might look for (1) a two die roll, (2) interpreting only double terrains between the two dice, and (3) using option above where double Roads are not an event unto themselves.

Nothing (55.6%) - no encounter.

River (16.7%) - Secret Path. Gain 2 additional movement points on your next turn.

Hill+Plain+Road (11.1%) - Costly Delay. Your next challenge has one additional health.

Plain+Road (5.6%) - Spotted! Move the nearest patrol 3 spaces towards your hero. If it reaches your hero in 3 or less spaces, you must encounter the patrol.

Mtn+Plain+Road (2.7%) - Dwarven Supply Stash. You uncover a cache of goods hidden for supporting the rebellion. Gain 2 goods.

River+Forest (2.7%) - Elven Scouts. You are temporarily joined by a group of elven rebels who assist you in your next fight. Your hero gains +4 mind and plus 1 range damage on your next turn.

River+Road (2.7%) - Dark Tidings. Spawn a Patrol token in the nearest evil Fortress. If all patrols are in play, the Night Lord's power increases one rank instead. Ignore this event if the Nightlord is at power level 4 and all patrols are in play.

River+Swamp (2.7%) - Misdirection. Move one patrol 3 spaces in any direction.

I'll leave it at that except to add that for our own purpose we've been developing RB size cards with your event roll lists for each city in the base game CoA. Text has to be truncated to fit, but the cards work well (I'm still trying to improve their aesthetic appeal). These can be passed around the table as needed for whoever encounters a city and needs to roll.

Hopefully someone is still out there, including you, Judd, and interested in a little conversation and debate.
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Chuckles Porkchop
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This is the best thing that someone could have done for this game. Thank you, thank you, thank you! Now to buy the remaining expansions...
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Judd Jensen
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Glad you enjoy them. If you have any ideas for improving any of the rules, please let me know as I'm always eager to hear feedback.

Judd
 
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