Christopher Horne
United States
Pennsylvania
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The expansion set comes with a couple blank cards... does anyone out there have any interesting new ideas that they've used for those blanks?
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Just got the expansion set. Here are some ideas I thought of:
Event: Year of Blessing - Collect resources from current production die roll. Re-roll production die and collect again. Bad Weather - Roll the event die. If it is not the sun, then each player places one building of their choice back in their hand.
Actions: Trade winds - All your fleets produce 1 of their kind of resource Money changer - You may trade gold with resources 1:1 for this turn (like having a temporary mint)
Settlement improvements: Warehouse - Year of Plenty grants you two free resources instead of one. (2 wood, 1 clay, 1 wheat) Work Camp - Can only be played when all settlements are used. Allows the last Region card to be played next to an outside settlement or city (where a road would normally go). (1 wood, 1 wheat, 1 sheep)
City improvements: Hall of Knights - Knight token is worth 2 victory points. +1 strength point. (2 iron, 2 clay, 1 wood) Hall of Commerce - Worth 3 windmills. If your opponent has the windmill token, when a windmill is rolled they collect the resource from the bank, not you. (2 grain, 2 sheep, 1 wood)
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