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MJP posted:you might have a tourist in disguise as a Cuban spy
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# ¿ May 17, 2020 18:02 |
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# ¿ May 21, 2024 09:43 |
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The drought card symbol looks like Link is flipping me the bird. I approve.burexas.irom posted:The core mechanic of the game is the bidding system. After the courtier's cards are revealed, 3d6 is rolled and each player gets the same amount of influence tokens (not pictured) which they use to secretly bid on each of the three courtier's cards using the bidding trays (pictured in the photo at the top, white cardboard things with 3 compartments). Beside the tokens the player may also include relevant special effect cards into their bid. When the bidding phase is over, the players tip over their bidding trays and resolve the bids. Tied bids cancel each other out. 1) Three courtier cards come out. 2) Each player gets (the same) random amount of tokens. 3) They bid on the cards secretly. 4) Bids are revealed, the highest untied result for each card gets the card. 5) Remaining tokens and failed bids are then ??? Splicer fucked around with this message at 15:50 on Sep 6, 2020 |
# ¿ Sep 6, 2020 15:38 |
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burexas.irom posted:The idea is to add variety to every bid and not let the players calculate too much beforehand, i.e. present them with a new conundrum each turn. It's 3d6 because i wanted a minimum of 3 tokens, and a maximum of 18 was just a guess. Maybe 3d4 is better, but I wanted to keep the dice simple. 1) Three courtier cards come out. 2) Each player gets X tokens. 3) They bid on the cards secretly. They must use ALL their currently available tokens. 3) Bids are revealed, the highest untied result for each card gets the card. 4) Tokens from successful bids are discarded, and each player retains all/half/whatever of their failed bid tokens. 5) (rest of the turn happens) 6) Three new courtier cards come out 7) Each player gets topped up by Y tokens. They must use ALL their currently available tokens. 8) Goto 3 So someone who fails to get any cards on one turn is likely to sweep the board on the second turn, but if they do they're going to be at a disadvantage the following turn etc, and the carryover means a lot of variety between bids.
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# ¿ Sep 6, 2020 15:51 |
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burexas.irom posted:That's interesting. I'm wary of rewarding failed bids, although it may work into the narrative, as in "you've tried to influence the character, but someone else succeeded, therefore character feels he owes you one next time". It may be a good balancing tool, but it still leaves the problem of punishing the player that outsmarted the others, especially if they cancel each other out with high bids. If you're worried about it from a narrative standpoint there's a bunch of ways that a failed bid could return all or some of your influence. e.g. if the blacksmith isn't interested in his nephew getting a cushy position as steward of your estate, well, maybe the treasurer has an unemployed cousin? Splicer fucked around with this message at 16:48 on Sep 6, 2020 |
# ¿ Sep 6, 2020 16:46 |
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CodfishCartographer posted:What are some solutions for tracking health for combat that requires fairly large health pools for PvE enemies?
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# ¿ Dec 18, 2021 14:40 |