Today’s post has begun with some meandering thoughts I’ve been having while waiting for my flight to board back to the UK. I really like the path travelling mechanism seen in games such as Tokaido or Glen More, where all players are on a set path, and choose to move to a future space each turn, moving as far as they wish. I think it is quite a simple idea, that can be taken in many different ways. Today I will be exploring some of these.
Day 14: A Long and Winding Road
Players are wandering through several villages in a fantasy (or otherwise) land, and between the villages, there are wild lands – forests, swamps, mountains and the like. The path is made up of several spaces, some of which are fixed and visible (the spaces in the town) and other which comprise of face down tiles (the wilds).
On a player’s turn, there take one of their agents, which starts at the beginning of the trail, and choose how far to move them to an unoccupied space further down the trail. They then take the action of the space, which might either be known in advance in the case of the town spaces, or revealed once they land there (in the case of the facedown tiles in the wilds).
Some of the tiles offer great rewards, while a few are traps, and impose some sort of penalty on the player. They might have a way to overcome the trap if they are suitably prepared (for example having the right tool or weapon they acquired previously), or otherwise they have to suffer the consequences.
Additionally, players have 2 agents, giving them some choice as to which agent to move (and which action space to continue blocking for the other players). You could also give an incentive for players to move their agents further by giving players either points or gold (a currency that can be used in the game) for every agent of another player that they pass over.
Hopefully this illustrates some ways you could alter the basic mechanic seen in other games, adding a little bit more risk/reward behaviour and some more tactical movement. You could even imagine there are branching paths, where you could send one of your agents, and as a consequence you wouldn’t be able to move them later.
Plenty of ideas here – how would you use this mechanic?