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Skylar
United States Tempe Arizona
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Last time I played 7W, I thought of an interesting idea for a wonder board ability. I don't know what the iconography for it could be, but the effect would basically be that once per age you can hold onto your hand for a turn rather than passing it, while the other players pass hands around you.
It's definitely a powerful ability, so I don't know what sort of resource cost would be appropriate, and it would probably work best as the 3rd wonder stage rather than the 2nd.
I can also see how this power might not scale well depending on the number of players, because in a 3 player game where you get to see all of the hands quickly, you'd have a much better idea of when to use the ability than in a 6 or 7 player game where hands never get back around to you.
What're your opinions on this ability? What other original wonder board abilities have people thought of?
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Steve Duff
Canada Ottawa Ontario
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Skylar114 wrote: Last time I played 7W, I thought of an interesting idea for a wonder board ability. I don't know what the iconography for it could be, but the effect would basically be that once per age you can hold onto your hand for a turn rather than passing it, while the other players pass hands around you.
Sounds pretty cool, actually. I could see it.
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Great idea - would fit nicely with an idea I had for The Tardis wonder! Or perhaps it's Galafre... either way. I might try to pull something together!
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Dennis de Vries
Netherlands Deventer
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I like the ability you thought of. The mechanism of giving the cards to your neighbours hasn't been tackled yet through a special ability.
The wonder would in my opinion be the Great Wall of China (as in: the wall prevents the cards from being given to the neighbours). With that in mind you could also add some military advantage to that wonder (B-side perhaps?).
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Jeff Thornsen
United States Nottingham Maryland
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I once thought it would be cool to have the ability to see what everyone else does before taking your turn. Essentially a "always go last" power.
Alternatively, an "undo" type power where after you see your new hand, you can un-do your previous turn. I feel like I always need this in Age 3 (e.g. I have to choose between building Card A or Card B, so I build Card A, and then I get another Card A in the next hand making my new hand totally worthless)
I also thought about an ability that let you "store" a card for later, but in retrospect your idea is a much cleaner way to implement it (keep the whole hand for next turn).
I've also thought it would be neat to have an ability to look at other players hands so you know what cards might be coming your way.
Alternatively, a "go fish" type power where you name a specific card or card color and players have to reveal those cards so you know where they are. Unfortunately that information helps everyone, so I'm not sure how good this would be.
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Dennis de Vries
Netherlands Deventer
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I also thought of an ability to prevent another player to build a structure or wonderphase.
Sometimes you don't want certain structures or phases to be played and you can't prevent it the round before. This ability will also make the game more interactive/competitive. Of course you can limit the ability to your left and right neighbour.
Maybe this could also be an excellent leader ability.
What wonder/leader should have such an ability...?
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Matt Downey
United States Alexandria Virginia
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What, like you force them to skip a turn? Or each age you get to set aside one card that does not get passed and then after that round it rejoins the hand?
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Dennis de Vries
Netherlands Deventer
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downeymb wrote: What, like you force them to skip a turn? Or each age you get to set aside one card that does not get passed and then after that round it rejoins the hand?
I didn't look at it that way... Yes: with that ability you'd force them to skip a turn. Maybe too much of a disadvantage. Or you just force them to not build it, but to discard it (they would still get 3 coins).
Setting aside a card: would that work properly? I don't understand how it would work exactly...
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Matt Downey
United States Alexandria Virginia
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Making them skip a turn is CRAZY good. Too good.
Instead of passing them six cards you pass them five. Then he plays one and passes four cards plus the fifth card that was set aside.
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Dennis de Vries
Netherlands Deventer
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^So you let your neighbour choose from one less card: yes, I understand now. This is also a great ability to stop your neighbour from building certain structures.
Just recently I saw an anouncement about the Maya's and their ending calendar: maybe a certain Mayan temple complex would be a nice wonder with a great ability. Messing up ages, or maybe a third/fourth building stage of the Mayan temple which causes the game to end abruptly when it gets built. An extra ability would be 'killing' a leader (based on the human sacrificing they probably did).
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Dennis de Vries
Netherlands Deventer
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PollutedMonkey wrote: Menghini wrote: An extra ability would be 'killing' a leader (based on the human sacrificing they probably did). They didn't sacrifice the leader. The whole point of the sacrifice was for the leader to maintain control by letting people assume that order would be maintained/restored by appeasing the gods.
You're probably right and maybe you can attribute 'killing the leader' to any culture. And now I think of it again: 'sacrifice' will apply to your own wonder/leader, won't it? I must say I can't see why I would sacrifce something of my 'own' that would be beneficial in a game of 7 Wonders. So forget that Maya-proposal.
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Jon S
United States Staten Island New York
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What if the Mayan wonder allowed you to gain extra money when you trash a card? Fits into a theme of 'sacrificing'.
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Matt Downey
United States Alexandria Virginia
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Combine that with Midas and the money guild and that could be nice.
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Dennis de Vries
Netherlands Deventer
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I thought of another 'thematic' wonder. In the news a while ago people calculated how much the 'Death Star' from Star Wars would cost nowadays (very expensive, our world can't afford it). Why not make it a wonder?
Some ideas for abilities: - destroy a neighbour building or part of their wonder - something with the force... Like... you 'force' a building from your neighbour wonder to your own (stealing) - ...
And you can create some excellent Star Wars leaders!
I like the Mayan sacrifice ability 'Jon S' proposed.
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