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URBAN / LEGENDS MAP (ROOT Fan Map & Scenarios)
   
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Type: Game, Map
Complexity: Low Complexity
Number of Players: 4
Play Time: 90 minutes
Assets: Components, Cards
Mostra gli oggetti etichettati con tutti i termini selezionati: deck, expansion, Meeple, Root, Fan, Spooky, DARKNESS, meeples, love, Leder, Faction, Vagabond, FanFaction, Ledergames, Macabre, Gruesome
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3 dic 2021, ore 20:33
5 gen 2023, ore 9:58
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URBAN / LEGENDS MAP (ROOT Fan Map & Scenarios)

Descrizione
LEGENDS MAP (& Scenarios) on BGG![boardgamegeek.com]
URBAN MAP (& Optional MoP) on BGG![boardgamegeek.com]
Upcoming LEGENDS Scenarios (for use with the LEGENDS MAP) will be added to this mod upon completion.
And an optional Districts & Denizens 'mode of play' (for the URBAN MAP) is in development as well.
Both additives are unnecessary so, in the meantime,
Enjoy these two maps as is for all your everyday games of ROOT!

LEGENDS (a ROOT Fan Map & Scenarios)

Once upon a time, in a forest far far away... a young slug had an idea for 4 brand new ROOT Maps to be included in his upcoming (and very hush-hush - it's a ways off) expansion. He'd made a few maps before, the DEEPWOODS[boardgamegeek.com] / WASTELANDS[boardgamegeek.com] maps from his previous ROOT Fanmade OUTSIDERS EXPANSION[boardgamegeek.com]. Both very fun maps in his mind, and in the mids of some others so well. One thing can be said for sure - they certainly both create a very different game of ROOT.

Now... I like that, I do. But not everybody is up for a game of Root that's 'extra'. Sometimes you just want to draft and go, right? I'll say here that you can strip DEEP WOODS of its settling mechanic and the WASTELANDS of its water economy and barren trails - their additional mechanics - and they do still work, functionally. They do. But I wouldn't say they deliver quite as good as experience as when you play with those mechanics and I wouldn't say they would be anyone's first choice for a more or less 'regular' game of Root. But they are good maps. They are And I think I design a pretty decent Root map. But then... it would be nice if they got played on a more day-to-day basis. :P

Fast-forward to my ideas for 4 brand new ROOT Maps to be included in his upcoming (and very hush-hush - it's a ways off) expansion. Yes, I was that slug once upon a time... tis true. Now, the upcoming expansion has a particular theme to it and I had 4 GREAT new ideas for maps that will add very new experiences to the game and all kinds of good stuff. (Seriously, I am very excited about these maps) But... hahah and I'm gonna be honest here... NONE of these 4 ideas were very good for a day-to-day game of ROOT XD Sorry, but I love adding new twists and turns to the game, I do. It keeps it fresh and fun and explores the many possibilities therein. However....

SoMetHing MaGiCaL HaPpenED!

One of the four ideas got kind K'O'd :P All of a sudden an idea for a modular 4-10 player map (I say 'map' here but it's really more of a Multiplayer Module than just a map - it's called ROOT IMPERIUM[boardgamegeek.com] btw and it's only partially complete. The map part... that's still a WIP) Anyways... bla bla bla... the idea for the modular map kind of took one of my 4 great map ideas and... I mean, you may have noticed but root maps usually have a flip-side to them IE Autumn/Winter, Lake/Mountain, DeepWoods/Wastelands (even THIS map will eventually have a flip-side) but suffice to say now i only had 3 ideas for maps for this expansion (plus the modular map for a ROOT Multiplayer Module) and well, well, well, hrrrmmm...

It was here that our Legends was born ;)

The other 3 upcoming maps (and the modular ROOT IMPERIUM whoosit) will all have some bells and whistles. Tis true. But this... THIS!! Here, this was a chance to make something accessible and good for those day-to-day games of ROOT that I wanted to make and that was exactly how LEGENDS Map came to be. It's like a map, a somewhat normal map like Autumn or Winter or Lake or Mountain but... it is somewhat like a map flipped inside out. Instead of the ruins and high-value high-slot-count clearings being well connected central clearings, the idea of these very large, valuable clearings in the four corners of the map - the castles - was something that immediately appealed to me. For one, it kept the Warlord and Vagabond (typically) on opposite sides of the map where they could both get something of what they wanted, they are generally well defended clearings (only 2 connections each) and as such, create a very 'siege' style play necessary to procure those treasures and to stop your powerful turtling enemies. It is both very familiar and still VERY unique and I for one have been having a blast on it! :)

I really liked the whole 'Sherwood' Forest/Sword&Sorcery (thought prolly more Sword&Shield) Fairy Tale vibe to it, 4 Kingdoms surrounding a massive forest where bandits and insurgents and interlopers may dwell. The villages on the forest edge (all mere single slot clearings) are both low-value and the MOST valuable of all as they are powerful powerful choke points. Often a game will ride on control of these border villages. And the castles... Sorry, I can't gush enough about it hahah. I'm pretty proud of this one. I had a lot of fun with it and I love the feeling games with it evoke.

You will notice as well a small space in the lower right forest (marked with an 'L') and two dotted trails leading from it. Okay.. so it works as a normal map, yes. But i couldn't let all this juicy theming and fun go to waste!! C'maaaaan!!! XD From the rules card:

The 'L' space found on this map is for select Legends Scenarios only. It has no function otherwise and can be ignored. Unless instructed by your scenario, the trails that link it to clearings are not paths and the space itself is not a clearing. For most games, use only the 12 suited clearings. Unless otherwise instructed, castles are corner clearings, nothing more. The southwest castle is linked to the river.

I have not completed the Scenarios yet but I plan to create many :D Currently I have ideas for 4 (Sword in the Stone, Dark Rituals, Hunt the Legend and Castles & Catacombs) but those will all come later! :P For now... IGNORE those spaces (as you would in any normal game using this map) Castles are just clearings. And the lower left one (with the moat) is considered linked to the river. That's it. Easy pleasy.

Anyways... stay tuned for upcoming Scenarios that will utilize the 'L' space and dotted trails. Until then ENJOY some amazing, unique yet familiar games of ROOT on the Legends Map!! Party on!!


URBAN (a ROOT Fan Map & Optional Mode of Play)

Where the Legends Map was very much a map turned inside out, I wanted to create a map that was the complete reverse. Not only would the central clearing be important, they would have the volume indisputably cranked up