Monday, April 23, 2018

Board game preview: HOW THE BOARD WORKS

I said I would and here I go. Time to show you the board for the New York edition and give you the scoop on how it works. By the way, if you haven't signed up for the mailing list, you're missing out content and stories that don't go anywhere else. This will include giveaways and contests. So what are you waiting for?

This is the New York Game board. It will fold in six sections.
Click on image for larger view

To re-explain the game a little bit, the object is to complete a random assigned goal before other players. A goal may have you hunting beasts or monsters, recruiting a number of allies, gathering artifacts, or just beating up other players. There are far more goals than even that, just to point out. Everything you try to gain in your goal will come from an event deck that you reveal cards from on every turn after you make a move. You might find that daunting to depend on luck of the draw to complete a goal, but fear not. The board will help you.

STARTING ZONES: The white flares around the edges of the board are the starting zones. Since the game supports 2-6 players, there are 6 zones. The player who goes first gets first choice of where to start. Starting at the right spot can put you closer to map points that support your goal. But even if you are on the losing end of that equation, there is a way around it.

AIRPORTS: If you look closely, you can see three airplane symbols on the map. When you land on a plane you can immediately continue your movement via any other plane on the map. Trivial fact: At least two of the airports are positioned where real airports are in the real New York City.

DRAW 2: When you land on a number 2, you get to reveal 2 cards from the event deck instead of one with no other restrictions. A normal move only reveals one card.

FOCAL POINTS: The red X's on the map are Focal Points. When you land on one, you reveal 3 cards from the event deck with a couple of restrictions. One, you can't evade or run away from anything that comes at you. Two, if there are freebie cards in the reveal, you can't have them unless you defeat any threats that appeared with them. The only control you have is if there are multiple combats or traps. In those cases, you only have to do one combat and you can discard the rest. Same for traps. But a combat and a trap will both stay and you must deal with both before you can take an item or artifact from the focal point. As an additional bonus to this, if you succeed against all threats of a focal point and there is an artifact, you do not have to make the obtain roll for the artifact. It becomes free.

FORCE POINTS: A force point is a location on the map that allows you to make a die roll on a d20 to force a specific card type from the event deck. For any of these points, you roll a 15 or more with no modifiers and you get to reveal until the specified type comes out. Then you shuffle the other cards back into the deck. A card forced cannot be evaded, so be careful. There is a symbol for each card type that can be forced from the deck to achieve your goal:

Pot of gold: Shop: force an item card
Ancient Ax: Museum: force an artifact
Paw Print: Zoo: force a beast
Tombstone: Cemetery: force a monster
Letter H: Hero base: force a good character
Letter V: Villain base: force an evil character

HOSPITAL: The red heart with a cross is the hospital. You can land there for a chance at healing yourself.

ZONES: Each colored location of the map is a zone that caters to a certain type of threat card (except Staten Island). In those zones, when a card of the zone type is revealed, you cannot evade it and it has +2 attack against you in combat. 

Bronx: Monster zone
Queens: Beast zone
Brooklyn: Villain (evil character) zone
Manhatten: Hero (good character) zone

The odd ball on these is Staten Island, the power zone. For each time you enter Staten Island (so long as you didn't start your turn there) you get to roll a d20. If you roll 15 or higher, you get a power from the power deck. The limit on powers is 3, so you might have to pick and choose. There are other ways to get powers built into the game so no worries if you can't get to that side of the map enough.

Any marked location on the map falls under a rule that you cannot start your turn on it, move away and go right back to it. You have to leave any one marked space for an entire round, before going back to it. If your movement allows you to reach another marked space of the same type, that is a legal move. 

And that's the board! What do you think? Enough action to go around? Tell me your thoughts in comments and thanks for reading! Remember to check out the links in the upper right for the books and the original game!

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