In an earlier thread, entitled
The brothel I wrote about an idea for how a brothel tile could work. This gave me additional ideas which are outside the scope of the brothel thread. I think this could expanded to a collection of tiles which I'm grouping under the name of "The Guilds". The inspiration for this collection comes from the Assassin's Creed games. In Assassin's Creed: Brotherhood were featured the following four guilds:
- Assassins Guild
- Mercenaries Guild
- Courtesans Guild
- Thieves Guild
I am thinking of one or two tiles for each guild, each with a similar but slightly different mechanic. All tiles would be like Abbey tiles in that they can be placed adjacent to anything.
Assassins GuildThe Assassins Guild tile allows the owner to assassinate one follower from anywhere on the table, either during the same turn that the tile is placed or during a subsequent turn. If the player chooses to wait for a subsequent turn, he/she must place a follower on the Assassins Guild tile and leave it there until he/she chooses to assassinate a follower.
Mercenaries GuildThe Mercenaries Guild tile allows the owner to occupy an adjacent but unoccupied feature. The feature must be incomplete prior to placing the Mercenaries Guild tile.
Courtesans GuildThe Courtesans Guild tile allows the owner to remove followers from adjacent features as they are completed. The owner of the Courtesans Guild tile scores one point for each follower removed; the owners of adjacent features score nothing.
Thieves GuildThe Thieves Guild tile allows the owner to score one point for each completed adjacent road and one point for each road connected to an adjacent city. If any roads are not complete, the owner may place a follower on the Guild tile until all roads are completed to score for them.