These could also work for the original asteroids variant, where a rotating asteroid assigned to an extra power gives the player who's system it is in the use of that power for the encounter. A "1" asteroid rotating in space matches up to a "1" power off to the side, and so on.
Those look very nice ... Would it be possible to post the rules you use?
I can't figure out exactly how it works, since there are a few that generate high income but it seems they can't be spent on anything, as well as one that generates 0 but can spend it on several things.
We're still playing around with different rules, but here's the basic gist:
Each player is dealt two (or three, and choose two), and you assign the asteroids to one or more planets in your home system.
As the offense, if you successfully attack a player with an asteroid (that is unoccupied), you may divert one or more of your landing ships to the asteroid.
You may alternatively attack an asteroid directly. No alliances in asteroid encounters. If the asteroid you attack is unoccupied, it's an auto-win. Otherwise, the occupant defends it (no matter who it is).
Whenever destiny comes up, any asteroids in the system matching destiny produces lucre (in the amounts indicated on each asteroid you occupy in that system). So, if you occupy as asteroid with a 3 in red's system, and red comes up in destiny, you gain 3 lucre. If you also occupy an asteroid in red's system with a 5, you earn an additional 5 for that asteroid too.
On your turn, if you turn up your own system and have an unoccupied asteroid, you may move one or more ships from that planet to an asteroid assigned to it. That counts as an encounter.
Lucre may be spent at any time in the encounter, on a 1 for 1 basis. You may ONLY spend lucre for those things that correspond to the asteroid(s) you occupy:
-Drawing cards from the encounter deck -Retrieving ships from the warp (returning to your colonies) -Discarding cards from your hand -Adding points to the encounter, like reinforcements
So, the 6 asteroid earns you a lot each time it produces, but doesn't let you spend it on anything. The 0 doesn't earn you anything, but gives you a lot of options for spending. The others are a different mix of the above.
Whenever destiny comes up, any asteroids in the system matching destiny produces lucre (in the amounts indicated on each asteroid you occupy in that system). So, if you occupy as asteroid with a 3 in red's system, and red comes up in destiny, you gain 3 lucre. If you also occupy an asteroid in red's system with a 5, you earn an additional 5 for that asteroid too.
Awesome ... that is just what I have been trying to accomplish with the few variants that I've put out there ----
There are 2 things from the original Lucre rules that I did not like:
1) That players collected/spent only on their turn 2) That it was tied to the number of colonies (foreign or home)
I really wanted it to be some kind of investment and add impact to the game without taking over.
The Warp wrote:
As the offense, if you successfully attack a player with an asteroid (that is unoccupied), you may divert one or more of your landing ships to the asteroid.
Quick question ... does this mean that if I attack a planet that has an empty asteroid that I can gain both a colony and an asteroid?
ooh, I think the red looks very nice. How many do you have there? Is that enough for the average game, do you find?
Actually, that's just a handful I used to put onto the box cover ... I have quite a few more.
I haven't yet tested the variant, so far, 1) I printed out the sheet of asteroids, 2) Glued the sheet to a piece of cardboard, 3) Using a ruler and utility knife, cut them into the squares, 4) Collected those plastic gems I've had laying around for a while.
Once I've tried them out for a few games, I'll post in the forum any feedback I have.
So the idea is that 1 Lucre can do any of the following (provided you occupy the right places):
* Return a ship to colonies * Draw a card from main deck * Discard a card from hand * Add 1 to your total as a Reinforcement (though not a card play)
correct?
Is there any particular reason that only 5-Lucre asteroids give the Reinforcement ability?
That is correct. I felt that the reinforcement lucre should provide a player with more lucre to do that with. Of course, if you can occupy another lucre as well (with a different ability), you are then able to spend that 5 lucre on something else and vice versa.
We've played it this way about 20 or so times over the last year, and I love it more and more. I think this is a great way to implement lucre in the game. Players decide whether or not they want to even use lucre, and they always do- because it becomes immediately clear how important it is to have that flexibility.
Also, players pay more attention to how they restock their ships on home planets... do they try to deter others from attacking a planet that has an asteroid, or do they beef up the other planets and figure there's not that much change a player will be able to earn based on the destiny deck. It adds a lot of interesting depth to the game, in my opinion.