Each element will have one special hexagon, a Wonder (name subject to change). Wonders are very important for an element and they must protect their Wonder at all costs. They give all kinds of cool bonuses, and an element that manages to capture multiple Wonders, will have a huge advantage. If we want this event to "end", we could even make it so that if an element captures 4-6 Wonders, it wins the event and everything gets reset.
Here's one cool thing we could do: What if all the Wonders would be guarded by NPC's, WoE Organizers with fully upped decks? This way players would have to first conquer them to get the bonuses. For example to get control of the Pyramids, you would have to beat WoE Organizer with a fully upped deck. It would be the same system used in Heroes of Might & Magic.
Here are some ideas. I'll post what they do later.
- Dimensional Gate Mirror (Mirror represents the duality of and symbolizes it better)
- Floating Fortress
- Castle of the Vampire King Forsaken Ruins (Forsaken implies any "darkness" creature)
- Tomb of.. ?? Crypts of Misery
- Mountain? Crystal Valley
- Chaos Orb? OR Fallout Fields (Fallout = radiation, reference to mutation)
- Volcanoes? Magma Pools (simpler)
- Towering Meteorite (The closest thing to a planet on the world of elements )
- Tree of Life
- Palace of Light
- The Three Pyramids (invokes the idea of past, present, and future)
- Waterfalls? Atlantis (as suggested by Wizardcat)
I guess I should begin grinding even harder to make my fully-upped
deck, no?
This is a fantastic idea (I've made my suggestions above), but I'm starting to feel like these 'Wonders' are actually part of the Elemental 'Core' (that is, that these 'Wonders' are the bases themselves), rather than off-shoot places found in other parts of the world. If that's the case, then these bases should revolve around giving unusual bonuses to the player ONLY at certain points during the game. A few examples:
- Allows the
player to move two spaces ahead instead of 1
- Allows the
player to deny opponents of them attempting to conquer a river space (basically, they have to go around that space of river, and cannot fight the element in the
)
- Allows the
player to see 1-3 spaces (distance wise) ahead/around them
- Allows the
player to see a move indicated by a nearby player (precognition)
- Allows the
player to resurrect (reuse) a fallen resource (card)
etc.