Eric Pietrocupo
Canada Montreal Quebec
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Most people complained that there was only tension at then end of the game because people carefully watched each other to make sure not body could win. But during the game, there is no tension at all.
So I was thinking about a mechanic that could solve this problem: Wonders. Here are the improvised rules.
- There will be 8 wonders, 2 for each type of non-mountain terrain. - The scoring track will have milestones set up at fixed distance according to the final scored required to win. If a player has more Victory point than the milestone and own a territory with the matching terrain, he may build a wonder. - A wonder would cost 5 tokens that must be placed in the target territory of the wonder, it will give 3 victory point, and the player who controls the wonder will get a special ability. It must be built on the matching terrain - The wonder always stay into play after battles. - Maybe 4 miles stones will be placed at 1/5th of the scoring track, and each miles stone will have 2 wonders available. - Milestones are setup by drawing wonder tokens randomly and placing them on the scoring track. Each wonder will have a card traded between players to indicate who has the control.
So this should create some tension, and players might want to fight to prevent a player to reach a milestone or get the matching territory. It will also create a similar effect to my "Fallen Kingdom" game where the board evolves with time, making the game less repetitive as it progress.
The variant would also be compatible with the original game and my homemade version of the game.
What do you think?
Do you have any other ideas to increase tension though the game?
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