Nathan Cornelius
United States
Indiana
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Hello all,
I am seeking various ideas for additional Progress Cards for use in the Cities & Knights [C&K] expansion. An idea I had for example was to have a concept similar in use to the merchant but that protects a specific settlement/city from the effects of the robber.
Keep in mind, any ideas would have to be playable solely within C&K -- unless it specifically states what to do when playing along with an additional expansion/variation (such as the Event Cards do in reference to C&K). For example another idea I had was to allow a player to re-position a camel, however this would require also playing with Caravans which would thus not be independent (I haven't yet determined an alternative for strictly C&K yet).
Anyway, I'm open to any ideas as I need around 10-15. And feel free to come up with names for your (or others') card ideas if you so desire. Also, I will do my best to credit you with any ideas I use if and when creating a rules supplement. Thanks in advance.
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Janet Traynor
United States PITTSBURGH Pennsylvania
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I would love to see a Merchant type card and appropriate roving token that would allow you to temporarily assign a new production number to any tile on the board. It would be great to have a way to make the 2 and 12 hexes more productive, even if it's only temporary. Perhaps it could generate on a 6 or 9 and deactivate when 2 and 12 (or whatever hex it is applied to) is rerolled. I am a huge C&K fan- good luck with your project!
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Brent Pollock
Canada Saskatoon Saskatchewan
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X-post pointing to the twin thread in the vanilla SoC forum.
http://www.boardgamegeek.com/thread/713290/need-ideas-for-ad...
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Brent Pollock
Canada Saskatoon Saskatchewan
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Okay, here is my two cents worth of cards. Note that I tried to think of them in sets, one per deck.
The first set is simply meant to add one new 1 VP card to each deck, bringing the total VP available to 5, which is the same as the basic game (ignoring Metropolis points). This is especially important for the Yellow (Trade) deck, which is currently devoid of a VP card, and should help speed up the game.
Set 1 Yellow (TRADE): ACCOUNTANTS COLLEGE = 1 VP
Blue (POLITICS): CONSTABULARY = 1 VP
Green (SCIENCE): VETERINARY COLLEGE = 1 VP
--------- The second set adds new actions.
Set 2 Yellow (TRADE): TRAVELING BAZAAR Play this during your turn to exchange with the bank any two Resource cards for any other two and any one Commodity card for another one.
Blue (POLITICS): CATANIAN HORSE FEVER Play this before any player rolls the Event die. After the Event die has been rolled, all active Knights touching the Resource number immediately deactivate. This occurs before any movement of the Barbarian ship. [Note the wording here is made to account for play of an Alchemist card.]
Green (SCIENCE): CODE BREAKER When another player plays a Deserter, Diplomat, Intrigue, Saboteur or Spy card against you, you may play this card to steal that card and immediately use it against that player. If the stolen card cannot affect the other player, it is simply discarded unused. [tip of the hat to Chris Lake/saltis on this one] --------- The third set gives new ways to undo the Barbarians and circumvent the need for active Knights while also rewarding players that invest in a City port. Yes, the verbiage is the same for all three cards. Note that if two or more players use these cards for the same attack, they share defender of Catan status as if they had the same number of active Knights.
Set 3 Yellow (TRADE): FOREIGN TRADING FLEET Play this at the start of the Barbarian Attack if you have a City on a port. All Knights are ignored and do not deactivate. The attack is defeated and you are declared a Defender of Catan.
Blue (POLITICS): NAVY OF CATAN Play this at the start of the Barbarian Attack if you have a City on a port. All Knights are ignored and do not deactivate. The attack is defeated and you are declared a Defender of Catan.
Green (SCIENCE): VOYAGE OF DISCOVERY Play this at the start of the Barbarian Attack if you have a City on a port. All Knights are ignored and do not deactivate. The attack is defeated and you are declared a Defender of Catan. --------
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Jörg Baumgartner
Germany Kiel
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I like your set 3, but I would make these one-use cards that give their VP once the barbarian fleet arrives. You need to establish priority if more than one player holds a card from set 3 - active player has the first choice whether to play it or not, then the next, etc.
I'm not so fond of randomly drawn VP cards, but I'm all for VP cards requiring small missions (e.g. "make one of your knights chase the robber back into the desert" in the blue deck or "pay one card of each commodity to the foreign trader" in the yellow deck).
Trader figure set:
For the yellow deck, I have mulled over having two or three named traders rather than one anonymous trader. There might be politics cards to enable another player to use a trader placed at another player's city. Alternatively, these traders may be specialized and work only on a limited range of resource fields.
Sort of a reverse trader could be introduced for the green deck - if placed on a resource field, he will produce one resource card of that field for any pair of resources given to him.
The blue deck might have a diplomat variation of a trader that may delay or accelerate the barbarian ship once in the owning player's turn for as many commodities as this player has cities. Possibly to be placed on a commodity producing hex next to a city, using only that commodity.
Each deck would get several of these cards in order to make them alternate between players. The blue deck might also get a card with the option to remove a trader from the board.
Another blue card might introduce a parasite that can be placed next to another player's settlement or city that will funnel off one resource card of that field every time that place gets income. Can be chased off by deactivating a knight on that field, just like a robber, but doesn't block production. Perhaps this should come with a cost calculated on the victory points difference between victim and owner of that parasite... let's call him taxman. A player may have as many taxmen in play as his current position in VP (leading player one, second player 2, etc. - ties giving a distribution like e.g. 1, 2, 2, 4).
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Håkan Sjöstedt
Sweden Lund Skåne
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This i few ideers i had for new cards.
Sorry for the english. Translated trough google
Proposals for new progress cards to settlers
• You and another player get something xxxxxxxxxxxxx(not finished) • To punish another player, but you also get affected xxxxxxxxxxx • place a house on a radius of three roads / waterways from your own city, and you must pay a money bag. • choose a field where you can add a number by pulling from a pile with a set of numbers. Playing this card a second time, you draw from the same pile, i.e. all but one. This will give you two numbers in the same field. Robber block both. • Move the robber a sextans in either hole • Uberlaufen(german word for the card where you can steel a knight from another player) Block card • Exploration card: Explore 2 p: Players who first discovers two islands get this card. Another player takes over the card if he discovers more island. • Prison: forfit(stand over) one turn. • The thief: All players discard half the cards they are holding. • -1 victory points. Cards to be played directly. • Renovation: Pay a raw material for each house and two for each city. This card applies to all players but not the first houses city you placed from the beginning of the game. • Swap the two ports. One of the ports must be a 3:1 • BLOCK: Swap the two ports. One of the ports must be a 3:1. Can be played even if it does not apply to the holder of this card. • (Radio Access(from A&A)): Will take 2 progress cards from any pile.(Yellow Card) • Next round, all players play the dice 2 times. But only you can take the raw material from their second "throw". • Double Spy: Played in response to a spy played on you. Instead you look at the player's cards and get one of them. • BLOCK: blocks all progress cards except spy or a double spy cards. Can be played even if it does not apply to the holder of this card. • Raw material Block: In the coming round, there is no harvesting of a given raw material / "commodity". • Play this before you dial. You then decide what "figure dice" will be. • Progress card block: In the next round may not take any progress card block. • Playing against a player: Next "city expansion" costs a commodity card more. • With this card you take the "longest trade route" card, regardless of length. The player with the longest road, must build a road / boat to the "longest road" to re-take the card.
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Nathan Cornelius
United States
Indiana
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Okay, what are your thoughts on the following ideas?:
* Play this card face up in front of you. For this round each of your knights counts as double strength. Discard at the beginning of your next turn (after rolling the dice).
[Probably should be only one of these in a deck. Also, not sure if it should count toward the maximum of 4 progress cards allowed while it is face up in play, or not?]
* You may build one settlement (paid for normally) in an intersection adjacent to one which is occupied, and which has no other settlements or cities already adjacent to it.
[Also, should probably be only one of these in a deck.]
* This card may be played when another player discards cards due to the robber (when a 7 was rolled). You receive those cards instead of the bank. Cards acquired this way are not susceptible to the robber this turn.
[Perhaps player should only receive half of the cards a given player discards?]
* Swap hands (resource and commodity cards) with another player of your choice. You may not play this card when your hand is empty.
* All players pass their hand of progress cards (face down) to the player next to them in the direction of your choice.
* You may take one corresponding resource (not commodity) card from the bank for each hex which is adjacent to at least one of your cities or settlements on a harbor.
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