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shilinski
Junior Member

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June 2003
New Card Ideas Fri, 27 June 2003 01:48
Here are a few ideas for new cards. They all have a common idea: suspect cards are placed facedown on board in certain rooms, and players may peek at them if they stop in the room.

The Killer Strikes Again! (event)
A body is found on the bridge just outside the gate.
Roll the die. Place that player's pawn on the bridge. That player then randomly picks a suspect card from his hand and places it facedown on the bridge. The gate is now unlocked, and players may pass through the door to enter or exit the bridge. Any player stopping on the bridge may peek at the victim.

The Killer Strikes Again! (event)
A body is found in the pigpen in the Aula.
Roll the die. Place that player's pawn in the Aula. That player then randomly picks a suspect card from his hand and places it facedown in the Aula. Any player stopping in the Aula may peek at the victim.

In either case, roll again if the rolled player has no suspect cards. Once everyone knows who the victim is, you may move the card to the side of the board.

Catechism (event)
Novices go the Cellula to receive special lessons.
Each player who has a novice in hand must choose one and place it facedown in the room just outside his cellula. Any player stopping in the room may peek at the card. You may take your novice back into your hand if you stop at the room outside your cellula. Novices return to their players' hands at the beginning of the next mass, in any case.

The catechism card could be a scriptorium instead.

Catechism (scriptorium)
A novice is commanded to go to a brother's cellula to receive special instruction.
Choose a player. If that player has no novices in his hand, choose another player, and keep choosing until a player admits he has a novice card in hand. That player must place a novice from his hand facedown in the room just outside his cellula. Any player stopping in the room may peek at the card. The card's owner may take the novice back into his hand if he stops at the room outside his cellula. Thr card returns to the player's hand at the beginning of the next mass, in any case.

Stan Hilinski
      
Duglis
Member

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June 2003
Re:New Card Ideas Sun, 29 June 2003 13:09
Hey..I really liked that KILLER STRIKES AGAIN idea.

I have actually used it now...the only difference being ..i have
the victim being placed in the Aula..and the rolling player not
having to move his pawn there..otherwise it is the same.

-Doug Smile
      
Duglis
Member

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June 2003
Re:New Card Ideas Sun, 29 June 2003 13:11
Any other ideas, Shilinski? Shocked
      
shilinski
Junior Member

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June 2003
Re:New Card Ideas Sun, 29 June 2003 20:20
I've added six events and a three scriptoriums to my game. I did not make new cards. The way I work it is like this: If the blank event or either the one that makes you sing or the one that makes you chant comes up, roll a die to randomly pick an event from a side sheet. (My group hates the singing and chanting cards. The chanting would probably be ok if it was only once around the table, but it goes on too long as is.) If I used just the blank card, I would reshuffle it into the event pile after it appeared.

Besides the two killer strikes again cards (and I include both), here's the rest that I use:

Jesters
A performing troupe with news of the outside world visits the abbey. Roll the die; that player chooses a suspect card from his hand and places it unseen onto the suspects draw pile. Repeat until three suspect cards have been put into the pile. Shuffle the draw pile. [This one can restock an empty draw pile.]

Vigil
The Abbot is very ill, so silence descends on the abbey. Players may only answer questions with hand signals until the next mass.

Catechism
Novices require special instruction. They gather to wait for the instructors. Roll the die. Each player who has a novice suspect card in his hand must choose one and place it face down in the room just outside the selected cellula. That cellula may not be entered until the novices have been removed. Shuffle the novices stack. Whenever a player stops in the room of novices, he draws the top two cards from the stack, keeps one, and returns the other face down to the top of the stack. The last novice is simply taken. [In short, make a stack of novices outside some cellula. If you get there, you see two and take one.]

Royalty
Representatives of the King visit the abbey, and conflicting rumors are overheard. Roll a die to choose a player with suspect cards. The player chooses one card and places it face down in any one room of the Claustrum. A player who stops in that room may trade any suspect card in his hand for the face down card (before looking at it). A player with no cards may simply take the card. When the next mass begins, the player who placed the first card takes the face down card into his hand. [In short, you trade a card for a card, so everyone is seeing different things.]

My scriptorium cards.
Roll a die if the blank card is drawn. If you are instructed to place a card face down on the board, it is not considered to be in your hand while there. It may not be given or taken away. It does not count toward your hand size.

Brewing Deadly Poisons (RED, WHITE)
You discover secret papers that should not be in the Scriptorium. If you deliver them to the Capitulum before the next mass, you may make a secret revelation to the Abbot. Write it down on your sheet. You may duplicate a public revelation, including your own. You score +1 if you are right and 0 if wrong. This score is in addition to any points you might receive for the same public revelation.

Diary (BLUE, GREEN)
You discover a diary with incriminating information. Put another player's pawn of your choice in the Scriptorium. Show that player one of your suspect cards if you have one. You must then immediately ask him a question that he must answer. He may not question you in return. [My note: if you ask a question keyed to the card, you can get an answer that is meaningless to everyone else.]

Holy Day of the Patron (BLACK, YELLOW)
It is the annual blessing of the relics, and a brother must perform the ceremony. Choose a player. If that player has a brother suspect card in his hand, he must show one to you and put it face down in the Crypta. (Keep choosing players until one admits that he has a brother card.) Any player in the Crypta not doing penance may immediately peek at the card, and any player who stops there may peek at the card on his turn. The owner of the card returns it to his hand when he stops in the Crypta himself or after all other players have seen the card.
      
Bruno
Game Designer

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October 2002
Re:New Card Ideas Mon, 30 June 2003 21:55
Many good ideas, and I also really like the Killer strikes again - I only wonder why we didn't think of it first Mad
      
Luke the Flaming
Senior Member

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July 2003
Re:New Card Ideas Fri, 04 July 2003 02:29
I'm also a fan of "The Killer Strikes Again!".
I've tried to create some Event cards too (they all need playtesting):

Troblesome moments
Everything is happening!
Draw and apply the next three event cards.
Note: use common sense to resolve conflicts (e.g. if "Lost Key" closes the Scriptorium, no one will be sent there as his "Daily Task").

Tempus fugit!
You have to hurry!
From now on play with the rules for 6-players about movement (up to 3 squares) and Mass (only 3 turns between each Mass).
Note: obviously this card has no effect if there are six players (or if you are adopting these rules as a "quicker game variant").

Many meetings
After Mass you exchange some ideas with your mates.
Each player must ask a question to the player at his right, that player MUST answer and can't ask anything in return. (Proceed in turn-order).
Note: the overall effect is that each palyer asks a question (to his right neighbour) and is asked a question (by his left neighbour).
Note: asking something related to cards you have just been passed is a good way to get an answer that is meaningless to others.

Pilgrimage
Some monks have to join the pilgrims on their route.
Each player secretly choose a suspect (writing "PILGRIM" on the suspect sheet near the name of his choice). At the end of the game, if the murder was chosen as a pilgrim by any player, the correct accusation is worth only +2 instead of +4 (all other rewards remain the same), since the culprit has probably taken the occasion of the pilgrimage to flee.
      
Luke the Flaming
Senior Member

Nachrichten: 270
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July 2003
Re:New Card Ideas Wed, 09 July 2003 02:29
Other ideas:

Theft!
Because murder wasn't enough...
Remove from the game all Crypt cards currently not held by a player (those own by someone will go back to the Crypt deck when used).

Knowledge is power
The Abbot gives you some texts to read.
Until the next Mass, if a player go to his Cell, he can draw two Scriptorium cards and choose which one to ignore (it is discarded without effect) and use the other (it is kept or applied as appropriate).

Rumors
The cloister is a good place to hear rumors and ideas.
Until the next Mass, if a player ends his turn in an empty Cloister space, he can ask a question to another player in a Cloister space (normal rules applies: he can answer & ask or stay mute).

Clues
The Abbot wants new information.
Until the next Mass if a player ends his turn in a location with no associated action (Aula, Claustrum, etc.) he can make a revelation (not an accusation) as if he were in the Capitulum.
      
Tyto_Alba
Junior Member
Cadet

Fan-Seite
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November 2006
  Re:New Card Ideas Thu, 09 November 2006 15:15
I thought up some cards as well:


Saints & Relics

Scriptorium

-Writings of st Ambrose (Ambrosius)
The writings fill you with inspiration. Take a library card without actually going there

-Tome of Leon the Great *
When you have asked a question to a player and he or she asks a question back you may play this card and say: "I'll look it up", instead of awnsering.

-Avicenna's Canon of Medicine *
the canon gives you insight in brother Anselmus' murder. When you reveal something about the murderer you may play this card. If you do you get 4 points if you turn out to be right and lose 2 points when you are wrong

-Nothing of interest
You read and read, but discover nothing of any interest

Event

-St. Nicholas' day
each player gives a scriptorium, library or crypt to the player left of him if he or she has one or more

-All Hallow's Eve
All monks go to the crypt instead of the chapel

-Fire in the Library
The library is no longer accesable for the rest of the game

-The Plague
Each player randomly puts 2 suspectcards face up in the cemetary next to the crypt

Also it would be nice if there were alternative crypt cards, because now all these cards are trhe same, which is very predictable. here are some ideas;

Crypt Cards

-Ghost of brother Anselmus
You are very terrified and skip your next turn

-Holy Handgrenade of Antioch
Count to three, throw the dice and say "Kaboom!". The player indicated by the dice randomly puts a suspectcard in the cemetary face up next to the crypt

-Armor of St. George
Until the next mass you can only move 1 square per turn

-Skull of St. Immoratius *
"comes with a certificate of authencity signed by Immoratius himself"
The skull protects you from unwelcome visitors. When another payer moves in your position, you may play this card and that player has to go elsewhere.

-strong wine
until the next mass the player left of you moves your monk

-mystic warping
throw the dice and change the position of your monk and the other one

-bishop's rod *
when another player wishes to make an accusation you may play this card;
you get to make an accusation first

-amulet of Adalbert*
The amulet represents forgiveness. when you have to skip a turn, you may play this card and you don't have to



the * behind some cards means you don't have to play them right away, but can keep them till the appropiate time

[Aktualisiert am: Thu, 09 November 2006 22:32]

      
    
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