So here we have the revised version of the rules, based upon the feedback session:
https://docs.google.com/document/d/1-dL059OtNIrNEd2y_yd2_KrTLhPx8rF-6kjxm3cn3XM/edit?usp=sharing
Ill talk you through the key changes
Gameplay Pace & Destruction
- Number of players is now limited to 3 (4 can work, but 3 is the core recommended).
- First place of a fight no longer stays behind to beat up their opponents acolytes, they are too busy carting off the body. Now the damage dealing is a prize of sorts for 2nd place. This adds a bit of extra depth as, even when 1st place is assured people can still fight over 2nd place and the rights to beat up acolytes.
- Players can now also play a card of the same number atop each other, this allows them (with some forethought) to switch between colours mid fight.
- The decay free period has now been upped from the first round to the first two.
Adding new abilities to cards was skewing the balance a tad to much and was making the game a bit less 'pick up and play'. The concept is still likely to be explored, maybe to add a bit of value to the lower number cards. A couple of ideas were:
- Setting Aside (displaces an opponents, only one mind you (politics!) acolytes from the fight - whilst displaced they do not add their value to the fight, but cannot be harmed at the end either)
- Pinging (when you play the card it deals damage (pings) to an opponents, again only one (more politics!) acolyte directly. The value would probably be capped at 1 or 2, but would be a really nice 'out' to Face-cards and Aces)
- Protected (Simply put, this card/acolyte can't be affected by abilities, a difficult one to evaluate as it could be very narrow if their are only a few abilities, or could be really good if their are a lot.
- Not an idea to include, but rather an idea to certainly not include: healing (it's counter to the Auto-Destruction theme, and also a pain to implement, I can't un-rip a card...)
So there we have it, enjoy!
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