| Card Issues | |
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+2The_Vindicator The_Red_Chef 6 posters |
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The_Red_Chef Admin
Posts : 281 Join date : 2009-09-05
| Subject: Card Issues Mon Sep 21, 2009 3:33 pm | |
| Cards are turning out to be a bigger factor in this game then I though. My goals with the cards were to a) make up for the potentially small number of players, b) make the game go faster, and c) make the game much more fun. I think we've achieved all three.
Some of you have remarked that the cards have a huge influence on the game. Do you like this? Should the cards be more, less, or about the same impact for the next round?
For the next round, I think we should try for 3 teams. This might mean that the teams are smaller, so cards are needed for playability.
The three card limit doesn't seem to be working quite the way I hoped it would. So, I'm thinking instead:
Type: Bandits (up to 3 Bandits per turn) Brigands, Privateers, Wolf Robbers
Type: Troops (Unlimited) Mercenaries, Levies, Spy, Healer
Type: Mining (Unlimited, but cost gold to play) Mine upgrades, downgrades, and collapses.
Type: Events (up to 3 events per turn) Everything else
Proposed New and changed cards: Calvary: a mercenary with a 2 token lordship, that allows for 3 node travel Noble: a mercenary with a 2 token lordship that meets the requirements for forming an army
Healers: changed from an event giving a discount on healing, to a unit that can heal your troops on the same node. This is in anticipation of Science/medicine way. | |
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The_Vindicator
Posts : 220 Join date : 2009-09-09 Age : 47 Location : Coventry
| Subject: Re: Card Issues Mon Sep 21, 2009 4:31 pm | |
| some additions
- cards cannot be played on the turn that they have been bought
- cards cost an amount of leadership. there could be 0 cost cards or there could be x cost cards. leadership gets replenished over time and by achieving goals.
- at the start of the round we have the card resolution phase. troops get spawned first, then we have events etc. a team is allowed to play a card defensively. that is, for example, they can say, if the other team plays levies we play levy deserter on them. if the condition does not apply, the card does not get used and the leadership cost is redeemed
- cards should cost more
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The_Vindicator
Posts : 220 Join date : 2009-09-09 Age : 47 Location : Coventry
| Subject: Re: Card Issues Mon Sep 21, 2009 4:33 pm | |
| - The_Red_Chef wrote:
- ...
Noble: a mercenary with a 2 token lordship that meets the requirements for forming an army ... how can a virtual army be managed? what about army points costs? | |
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anonymoose
Posts : 83 Join date : 2009-09-06
| Subject: Re: Card Issues Mon Sep 21, 2009 4:36 pm | |
| - The_Red_Chef wrote:
Proposed New and changed cards: Calvary: a mercenary with a 2 token lordship, that allows for 3 node travel
If you're going to do that then you'll need clarification about real in game travel and war game travel, because if you aren't a 2 token lord how are you supposed to follow your imaginary calvary to the next 3 node stop? | |
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The_Red_Chef Admin
Posts : 281 Join date : 2009-09-05
| Subject: Re: Card Issues Mon Sep 21, 2009 4:41 pm | |
| - The_Vindicator wrote:
- The_Red_Chef wrote:
- ...
Noble: a mercenary with a 2 token lordship that meets the requirements for forming an army ... how can a virtual army be managed? what about army points costs? We'd pretend, same way we do much everything. | |
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The_Red_Chef Admin
Posts : 281 Join date : 2009-09-05
| Subject: Re: Card Issues Mon Sep 21, 2009 4:43 pm | |
| - anonymoose wrote:
- The_Red_Chef wrote:
Proposed New and changed cards: Calvary: a mercenary with a 2 token lordship, that allows for 3 node travel
If you're going to do that then you'll need clarification about real in game travel and war game travel, because if you aren't a 2 token lord how are you supposed to follow your imaginary calvary to the next 3 node stop? Either you are also traveling with a 2x lord player, or you can't keep up. IG travel is always tied to wargame travel. | |
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Jeroen234
Posts : 47 Join date : 2009-09-18
| Subject: Re: Card Issues Mon Sep 21, 2009 9:38 pm | |
| - anonymoose wrote:
- The_Red_Chef wrote:
Proposed New and changed cards: Calvary: a mercenary with a 2 token lordship, that allows for 3 node travel
If you're going to do that then you'll need clarification about real in game travel and war game travel, because if you aren't a 2 token lord how are you supposed to follow your imaginary calvary to the next 3 node stop? or make this one for only used with npc cards no real players outside army's can be used in combo with a noble card for a npc army using these cards on a npc army costs 10 army points when added max 7 of these cards can be used in a npc army every card can hold 7 mercenary's or real players if mercenary's or players are added later then the Calvary card then it is seen as a add to hire soldiers and will it cost 1 npc army points for every mercenary/player added to the army i like the card system very much wished i would get cards instead of boats and corn and other useless things from Jah some new cards military advisor cards costs gold a day when used creates army points as long as the npc army is in town or till the card is removed from the npc noble card does not travel card is removed then if used in the first face to create a npc army then card is removed when the npc army has a total of 60 points army points is then set back to 0 points military advisor 10 army points costs 20 gold a day to hire military advisor 20 army points costs 40 gold a day to hire military advisor 30 army points costs 60 gold a day to hire priest cost 30 gold gives the blessings of Jah on a group boost of 10% more FC for 3 days for the group on army's you must select on witch of the max 8 groups you use it | |
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Jeroen234
Posts : 47 Join date : 2009-09-18
| Subject: Re: Card Issues Mon Sep 21, 2009 11:34 pm | |
| now that we have npc army's add prestige to the game
start the game like a new county at 2,5 star every 10 days the teams must give a feast paid in gold
team that pays the most get one extra star team that pays the least loses a star other team's get a value inbetween those the prestige give the army's a bonus depending on how many prestige there team has | |
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Rhenova
Posts : 122 Join date : 2009-09-12 Age : 34 Location : MA, USA
| Subject: Re: Card Issues Tue Sep 22, 2009 2:49 am | |
| I don't think calvary is really needed. we are only moving from town to town really, so I don't think a 3 day travel is necessary, plus we don't have many IG lords who travel 3 nodes.
Nobles: Excellent, this would be a great addition. I personally can't create and army, and niether can many of the players IG. We'd have a great was to come in and invade or defend towns. But, I think all armies should be listed under nobles.
Healers: Also excellent, this could downgrade the time that we have our men Incapped. | |
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Blavnan
Posts : 24 Join date : 2009-09-06
| Subject: Re: Card Issues Tue Sep 22, 2009 10:52 am | |
| I like the cards, but they're too cheap and more often then not they pay for themselves. | |
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The_Red_Chef Admin
Posts : 281 Join date : 2009-09-05
| Subject: Re: Card Issues Tue Sep 22, 2009 11:08 am | |
| I'm changing my mind on the nobles card. A big part of the game is to promote IG army formation. | |
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Jeroen234
Posts : 47 Join date : 2009-09-18
| Subject: Re: Card Issues Tue Sep 22, 2009 5:53 pm | |
| i have no clue what people here are charging for army points but if i have to create a army i need 2x 30 points the first day and 3 days later again 2x30 points also most of the people in Stafford who can create the points i need for that are on the blue team we have only me on the red team who can make points and i can only create 10 points a day so it will take me 6 days +2 waiting days till i have the banner up and then i cant make any points my self any more so then i need to find someone who can make points 8 days is to long to create a army a ig war can be over by that time
for me is there not a real advantige in making a army here or i must be able to take it home with me to Wiltshire after the game
would take permision of Stafford to make it and walk around for that permision from Worcester to travel thru them and permision of Wiltshire to enter and keep the army up forever at Winchester | |
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The_Red_Chef Admin
Posts : 281 Join date : 2009-09-05
| Subject: Re: Card Issues Tue Sep 22, 2009 7:19 pm | |
| There are no restrictions on who you can hire for points. They don't even have to be playing the wargame. I'm even willing to provide my 30 points per day.
I can pretty much guarantee you permission to travel in Stafford. You'll have to ask Worcester if you can travel, or just walk right on through.
Having an army up all the time means you can no longer work, so... | |
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Jeroen234
Posts : 47 Join date : 2009-09-18
| Subject: Re: Card Issues Tue Sep 22, 2009 7:25 pm | |
| i will send Wiltshire a pm about me letting have a army for 1 year or longer can do worcester after that for travel
and then stafford for raising one what do you ask for 30 points Red ? 50 pounds 60 pounds ? | |
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The_Red_Chef Admin
Posts : 281 Join date : 2009-09-05
| Subject: Re: Card Issues Tue Sep 22, 2009 7:48 pm | |
| 20 pounds, flat rate.
I'm in Shrews right now, and I can travel to Stafford after reset if you need me. | |
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Jeroen234
Posts : 47 Join date : 2009-09-18
| Subject: Re: Card Issues Tue Sep 22, 2009 8:01 pm | |
| will take a few days to get permision from wiltshire will not be needed to come till then thanks for the 20 pounds
(maybe split this part off to a new topic ?) | |
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