Saturday 20 April 2013

So turns out.....

....coming up with ideas for nine powerful but hopefully not over powerful cards was pretty easy.

Now if they are actually balanced or if there game breaking - that will have to wait till a play test to find out

The cards are....

Declare peace with one person for one turn - this is basically adding back the recently removed 'Invite your neighbor' card - which always seemed a little over powered.
End a conflict and retreat attackers bits without resolving. 
Remove enemy big man - and gain 1 attack or defense. Not sure if this should be +1 or +2 a 3 point swing is good but not that much better then a standard card, well a 4 point swing seem pretty damn good.
Cancel card just played - and take into your hand.  Improved version of totally taboo
Get a card out of the discard pile or search through the deck for it - a classic gaming power that's not in the game.  While not powerful it does mean you can pretty much get the card you need.
Steal 3 cards from an opponent - which is going to ruin somebody's day.
Score an extra one for each head you flip - does not allow you to flip heads.  Could yield about an extra 4/5 VPs if played right - but you do still need a way of flipping them. 
Put your big man into this fight from off the board.  Seems like just a 2 point swing - which it is - but provide they live - saves you the cost of bringing them on next turn which is also plus 1 person.
Take an extra man, an extra card, and an extra giant stone head. Not a game changer - but a nice boost.

So questions to be answered - who gets these bonus cards and when do they get them?

I think that on turn 2 and turn 3 - everybody but the last two players in the turn gets a card (so in a 3 player game the 1st player gets on, in a 4 player game players 1 and 2 get them, and in a 5 player game players 1 to 3 get them).  The first player draws as many cards are going to be given out - keeps 1 - and pass the remaining cards to the next player - who keeps one.  So 3 players - draw 1 get that.  5 players - draw three - keep 1 and pass 2 on.  Not sure about the user interface for this to make sure it happens and does not get forgotten.....

So onto the next bit - RongaRonga cards - creating opportunities to gain VP's and hurt people who are doing well.  These have to be changed because


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