Proposed drafting rule:
At initial setup of the game each player is dealt out "randomizer cards" for Powers. Each player picks their first power to be their 'personal power', and the corresponding deck is considered their 'Home Base'. Then the cards are passed to the left and a new power is chosen to fill up the city, repeating this until following the format below based on the number of players:
2 players: dealt 7 cards, 1 for personal power, 3 to the middle. The last two powers are chosen at random from all unused powers.
3 players: dealt 6 cards, 1 for personal power, 2 to the middle. The last two powers are chosen at random from all unused powers.
4 players: dealt 5 cards, 1 for personal power, 2 to the middle.
Energy sources are always randomized and placed in the center as normal, a player may not have them as a personal deck.
The players Home Base has two functions: only they may purchase from that pile, and they may sacrifice from that pile to fulfill any required discard caused by the villains attacking the city. If this deck pile is ever depleted the player ONLY looses and is out of the game.
I need help with the wording to streamline it with the basic rules. I've playtested it with my group and it seems to work well, even to go as far as allowing one player to 'die' in sacrifice so the other players can win next turn.
Here are the three new variant rules from the Sidekicks & Storylines expansion, for comparison:
ULTIMATE HEROES (Faster Game)
If you want to jumpstart the beginning of the game, award more starting plot points to each player for building their Hero. Each player may spend the following, while: [A] only choosing one card at a time (choosing in clockwise order from the first player) and [B] limiting themselves to no more than 2 copies of any one card.
Player 1: 30 Starting Plot Points
Player 2: 32 Starting Plot Points
Player 3: 34 Starting Plot Points
Player 4: 36 Starting Plot Points
By having more cards in your deck at the beginning of the game, you quicken the pace toward the end of the game. This also has the effect of making the game easier (as you will each have acquired more cards without the Enemy destroying any). This rule can easily be combined with the Ultimate Villains alternate rule if you're looking to keep the difficulty high. It also works with the Unique Heroes rule, if you want a game that lets you have a private card to develop at the start of the game.
ULTIMATE VILLAINS (Harder Game)
Are your Enemies not giving you enough of a challenge? Think certain Archenemies are too easy? Are you interested in the speed of an Ultimate Heroes game but don't want to lower the challenge of the game? Then this is the rule for you!
After any of the Enemy cards succesfully uses a Destruction Power (after City Defense rolls have failed and the Hero has not offered an Heroic Sacrifice), roll a die. If you roll a 1-4, destroy one extra card of the same type as any card that was just Destroyed. However, if you roll a 5-12, no additional cards are Destroyed.
UNIQUE HEROES (Private Cards)
Heroes of Metro City attempts to create game balance by allowing all players equal access to all of the super-powered cards in the game. On the other hand, sometimes it's nice to have a unique power or two that are all your own. If you and your fellow players each want your own stockpile of Power or Energy cards, use this alternate setup rule.
After the normal game setup (using the randomizer cards) is complete, deal the first player 4 Power or Energy Source Randomizer cards (their choice of those two options) face-up. Allow them to choose one of the four Randomizer cards and then award them the full stack of those cards as a private stockpile from which they (and no one else) can Develop cards during Phase 4 (or at the start of the game, when choosing your starting powers).
Repeat this step with each player, in order.
Keep the stack nearby your Player Board. Only you can Devlop cards from your private stack. The stack cannot be Destroyed by Enemy Destruction powers and they are not considered part of the City Supply. This means they can't prevent you from losing the game and can't be affected by abilities that refer to cards "in the City Supply."
I will offer a suggested alternative which is used in Nightfall, that will allow for better flow, and also some more planned combo development.
With some slight mods:
1. Draw your extra energy choices at random.
1a (Alternately with a 2 player game, each player draws 2 and picks one, or with a 3-4 player game. The 1st Player Draws 4, picks one, passes it to the 2nd player who picks the second)
2. Play out 8-(# of Players) of Powers at random (so 4 with a 4 player game, so on)
3. Then deal out 4 power cards (1 or 2 of which can be subbed out for energy cards at the players choice).
4. The player chooses one face down to be part of there private supply.
4a. (optionally, add the rotating draft in here, so you have to pass your hand to the person on your left)
5 Then they choose one power face down to be part of the city supply.
6. Reveal all and fill all supplies.
Alt. (if your doing the rotating draft, depending on how it works for you group you can switch steps 4 and 5)
This allows for some creative combo building, and still some level of secrecy..it also allows for some interesting combo planning as you compare what you have in your hand..to what's out on the board.
Obviously this works well with the Ultimate Heroes and Ultimate Villains option as well.
You could also increase this so you play the powers out totally at draft with the draft like this: Public, Reveal Draft, Private, Public, Final Reveal.
In that case you'd want to deal each player either 6 or 7 cards.
When your starting to do way more private drafting your making it way more competitive of a game though...which is totally feasible but not how some people like to play.
- Last edited Wed Feb 5, 2014 12:04 am (Total Number of Edits: 1)
- Posted Wed Feb 5, 2014 12:00 am