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Small World» Forums » Variants

Subject: New Race: Faeries and some new Powers rss

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Steven Sousa
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A friend I just introduced to the game has a serious affinity for faeries, so I had to create a race for her. Here's the description:

Faeries(6/11) - Before starting your turn, you may choose one race which would be a legal target for you this turn. The player who controls that race must pay you two coins but cannot be attacked by you this turn. (I'm not sure if this power should apply to only active races. I worry that restricting it to active races only would make it too weak, but allowing it to be used on in decline races would make it too strong.)

And some special powers:

Fanatical(5) Fanatical races do not go into decline. Instead, at the start of your turn, you may take all active race tokens off the board and immediately select a new race.

Jedi(4) At the start of every other player's turn, roll the chance cube. If the result is non-zero, you are immune from that player's conquests and racial and special abilities.

Charismatic(3) If your reinforcement die roll is successful, you gain a number of race tokens equal to the number rolled. You may never have more race tokens than your race's base starting number +5.

Disciplined(5) Reinforcement die rolls are always exactly one.

Psychic(4) Instead of waiting until your final conquest attempt to roll the reinforcement die, you roll it before starting your turn so that you'll already know what its result will be.
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Rasmus H
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Gamblin Mat Cauthon wrote:

Disciplined(5) Reinforcement die rolls are always exactly one.

I really like that one

Gamblin Mat Cauthon wrote:

Psychic(4) Instead of waiting until your final conquest attempt to roll the reinforcement die, you roll it before starting your turn so that you'll already know what its result will be.

Ehh, isn't that already here? Called berserking?
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Andrew P
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Slapz wrote:

Gamblin Mat Cauthon wrote:

Psychic(4) Instead of waiting until your final conquest attempt to roll the reinforcement die, you roll it before starting your turn so that you'll already know what its result will be.

Ehh, isn't that already here? Called berserking?


Berserker applies to every conquest, not just the last.
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Steven Sousa
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Slapz wrote:
Gamblin Mat Cauthon wrote:

Psychic(4) Instead of waiting until your final conquest attempt to roll the reinforcement die, you roll it before starting your turn so that you'll already know what its result will be.

Ehh, isn't that already here? Called berserking?


Perhaps the explanation isn't clear. The reinforcement die still only applies to your final conquest. But you get to find out what that die roll is going to be before you start your turn, so that you can plan ahead.
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  • Last edited Wed Feb 1, 2012 5:33 pm (Total Number of Edits: 1)
  • Posted Wed Feb 1, 2012 5:33 pm
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Skylar
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Gamblin Mat Cauthon wrote:
Faeries(6/11) - Before starting your turn, you may choose one race which would be a legal target for you this turn. The player who controls that race must pay you two coins but cannot be attacked by you this turn. (I'm not sure if this power should apply to only active races. I worry that restricting it to active races only would make it too weak, but allowing it to be used on in decline races would make it too strong.)

An interesting idea. I would be interested in trying a reworking of it as something more along the lines of each player being able to offer you two coins in exchange for a turn of peace, and you being allowed to accept or refuse each offer individually.

Gamblin Mat Cauthon wrote:
Fanatical(5) Fanatical races do not go into decline. Instead, at the start of your turn, you may take all active race tokens off the board and immediately select a new race.

I like this. Stout has always been one of my favorite abilities, and this is a nice complement to it. It also offers a cool loophole for when your in decline race is more lucrative than your active race.

Gamblin Mat Cauthon wrote:
Jedi(4) At the start of every other player's turn, roll the chance cube. If the result is non-zero, you are immune from that player's conquests and racial and special abilities.

I think this one puts too much of a monkey wrench in the game's mechanics. Maybe if you scaled it back so that you need to roll a 3, but then it seems too weak. All around, I think this one could cause some disastrous situations.

Gamblin Mat Cauthon wrote:
Charismatic(3) If your reinforcement die roll is successful, you gain a number of race tokens equal to the number rolled. You may never have more race tokens than your race's base starting number +5.

Cool idea. Especially cool to see paired with Pygmies. Personally, I'd rename it 'Multiplying'.

Gamblin Mat Cauthon wrote:
Disciplined(5) Reinforcement die rolls are always exactly one.

As someone who almost never rolls for a final conquest if I'd need more than a one, this would be amazing.

Gamblin Mat Cauthon wrote:
Psychic(4) Instead of waiting until your final conquest attempt to roll the reinforcement die, you roll it before starting your turn so that you'll already know what its result will be.

Brilliant! By far my favorite idea of the bunch. Again, I'm not a huge fan of chance, which is why I rarely go into a final conquest roll with less than 50/50 odds. To have the possibility of knowing you have a 3 for your reinforcement would be beyond awesome.

Very cool ideas overall!
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Steven Sousa
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Skylar114 wrote:
Gamblin Mat Cauthon wrote:
Faeries(6/11) - Before starting your turn, you may choose one race which would be a legal target for you this turn. The player who controls that race must pay you two coins but cannot be attacked by you this turn. (I'm not sure if this power should apply to only active races. I worry that restricting it to active races only would make it too weak, but allowing it to be used on in decline races would make it too strong.)

An interesting idea. I would be interested in trying a reworking of it as something more along the lines of each player being able to offer you two coins in exchange for a turn of peace, and you being allowed to accept or refuse each offer individually.
[/q]
But then other players would only make the offer if it were in their best interest, in which case you as their opponent would turn it down. You'd have an ability which would never be used.

Quote:
Gamblin Mat Cauthon wrote:
Jedi(4) At the start of every other player's turn, roll the chance cube. If the result is non-zero, you are immune from that player's conquests and racial and special abilities.

I think this one puts too much of a monkey wrench in the game's mechanics. Maybe if you scaled it back so that you need to roll a 3, but then it seems too weak. All around, I think this one could cause some disastrous situations.

Yeah, probably lots of ways for this one to be abused. But one of our group is a huge Star Wars fan, so I wanted to come up with a Jedi special power, and this seemed to fit the theme. I think in practice what would happen is that if the Jedi got too powerful, any time the Jedi Mind Trick doesn't work, they'd be attacked with more focus.
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Gamblin Mat Cauthon wrote:

Faeries(6/11) - Before starting your turn, you may choose one race which would be a legal target for you this turn. The player who controls that race must pay you two coins but cannot be attacked by you this turn. (I'm not sure if this power should apply to only active races. I worry that restricting it to active races only would make it too weak, but allowing it to be used on in decline races would make it too strong.)

As it is it is very overpowered since unless you are playing 2 player it is very very rare that you are going to be attacking every player's active race on the board. Heck it's rare to attack every declined race on the board (by which I mean each player's declined race). This power is like alchemist on steroids so at a very minimum you are going to have to include declined race and bump them down to 10 units and it's still probably too strong like that.

Gamblin Mat Cauthon wrote:


Fanatical(5) Fanatical races do not go into decline. Instead, at the start of your turn, you may take all active race tokens off the board and immediately select a new race.

Tough call here. I really really don't know. I mean it completely goes against the nature of the game but that's not a bad thing. It's a very powerful ability but trades off a very bad detriment. I really can't judge whether is is fair or not.

Gamblin Mat Cauthon wrote:

Jedi(4) At the start of every other player's turn, roll the chance cube. If the result is non-zero, you are immune from that player's conquests and racial and special abilities.


Think I've seen things like this before. For a 4 unit race a 50-50 shot at blanket immunity vs no power is probably fair.

Gamblin Mat Cauthon wrote:

Charismatic(3) If your reinforcement die roll is successful, you gain a number of race tokens equal to the number rolled. You may never have more race tokens than your race's base starting number +5.

Rather poor ability. Really really risky that they will be any good and forcing a reinforcement die roll is kinda silly.

Gamblin Mat Cauthon wrote:

Disciplined(5) Reinforcement die rolls are always exactly one.

Absolutely terrible. This just gives you 1 bonus attacking unit per turn and robs you a a reinforcement roll. "Hordes of" and "Dragon Master" will always be better than this while Commando, Mounted and virtually anything that lets you conquer something at a -1 discount should always be better than this if you know how to play.


Gamblin Mat Cauthon wrote:


Psychic(4) Instead of waiting until your final conquest attempt to roll the reinforcement die, you roll it before starting your turn so that you'll already know what its result will be.

[/q]
Even worse than the last. 4 units for a power that gives you no real benefit? I mean it was already pointed out that berserk will usually be better than this as will most of the named stuff above and if nothing else dragon master will always be better than this.
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  • Last edited Wed Feb 1, 2012 10:55 pm (Total Number of Edits: 1)
  • Posted Wed Feb 1, 2012 10:54 pm
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Havelock Vetinari
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Disciplined Pygmies = Elves with no special power. I would raise it by 1. It means once per turn you can conquer a non-empty region with only one race token and Pygmies will always get one token form stash when they are conquered. Just an idea.
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David Laine
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Gamblin Mat Cauthon wrote:
Charismatic(3) If your reinforcement die roll is successful, you gain a number of race tokens equal to the number rolled. You may never have more race tokens than your race's base starting number +5.


As someone else pointed out, change the name to something else like multiplying. I'd also take out the second sentence. For most races, that'll be a no-brainer because they have their starting number +5 chits in the bank to begin with. Since that's the cap for them anyway, it just goes without saying.

And then for races that come with more tokens in the bank (e.g. skeletons, sorcerers, pygmies...), this special power just randomly stops working for them after awhile if we leave the power as is. The point of those races is that have room to expand, so why limit their power? Half the strategy in the game is selecting combos that work well.
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  • Last edited Tue Feb 7, 2012 6:40 pm (Total Number of Edits: 2)
  • Posted Tue Feb 7, 2012 6:39 pm
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