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Subject: New Colonist cards rss

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Andrew Doull
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Just a couple of ideas:
1. IA Chimps / Uploaded Replicators: A white robot which requires human supports which when promoted becomes a purple engineering robot
2. Transhuman fundamentalists / Cyberneuron minds. A robot voting white card which when promoted becomes a purple science / engineering robot.

Adding new Colonist cards is hard because of the voting balance in the base game. Note that both cards below modify robot voting in unusual ways, to keep things interesting.

White side:
IA Chimps - No career icon
Mass 1
ISRU 3 Missile 10 * 4, 1 AB
1 ESA vote but cog icon
Rad Hardness: 4
Primate: Requires Bernal support and promotes as a human.
Vivisection: Decommissioning this card is a felony if politics are Green.

Purple side:
Uploaded Replicators - Engineering
Mass 1
ISRU 1 Laser
1 robot vote and cog icon
Rad Hardness: 5
Carbon Copy: When in play, can be 3D printed as a black C card.
Gray Goo Panic: Other robots get 1 less electoral button.


White side:
Transhuman Fundamentalists - Science
Mass 2
ISRU 3 missile 3 * 3, 2 AB
2 robot votes but Humans on board icon
Rad Hardness: 4
Self-Modification: If decommissioned, roll 1d6. On a 1 or 2, promote this card instead.
Purple side:
Cyberneuron Minds - Science, Engineering
Mass 2
ISRU 2 missile 4 * 3, 2 AB
4 robot votes and cog icon
Rad Hardness: 5
Special Circumstances: Votes for you when at War.
Singularity: May discard from the game as an Epic Hazard operation to promote all collocated colonists.
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Interesting. As long as enough new ones are created to keep the overall votes relatively balanced, there's plenty of room for new stuff.


andrewdoull wrote:
IA Chimps - No career icon

Primate: Requires Bernal support and promotes as a human (green text).
Does requiring Bernal support mean they can never leave the Bernal if you want them to function, or was that meant to say "Human support" as implied by your comment above?


Quote:
Transhuman Fundamentalists - Science
Self-Modification: If decommissioned, roll 1d6. On a 1 or 2, promote this card instead.
Is this meant to apply only to voluntary decommissions, or any time it happens?

Thematically it seems a bit odd to have an entire rocket be destroyed in an aerobrake or crash hazard yet somehow they could survive and come out of it promoted.
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Andrew Doull
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Woelf wrote:
Interesting. As long as enough new ones are created to keep the overall votes relatively balanced, there's plenty of room for new stuff.


andrewdoull wrote:
IA Chimps - No career icon

Primate: Requires Bernal support and promotes as a human (green text).
Does requiring Bernal support mean they can never leave the Bernal if you want them to function, or was that meant to say "Human support" as implied by your comment above?


They can leave the Bernal - they just need either dirtside hydration support (Colonization) or count as an alert crew member (Interstellar). The ambiguity here is I want to treat them as entirely human, except you can decommission them (unless Green), and not make them domestics in Interstellar. Putting interstellar specific stuff on the card seemed wrong somehow, and thus this approach. It also allows you a sneaky Suffrage op, because this card means you can boost a robot without 3D printing it.

Quote:
Quote:
Transhuman Fundamentalists - Science
Self-Modification: If decommissioned, roll 1d6. On a 1 or 2, promote this card instead.
Is this meant to apply only to voluntary decommissions, or any time it happens?

Thematically it seems a bit odd to have an entire rocket be destroyed in an aerobrake or crash hazard yet somehow they could survive and come out of it promoted.


Again, the thematic break is to have the card support both Colonization and Interstellar. I could modify it so that it says 'If decommissioned but the stack is not destroyed, roll 1d6' but that starts to get wordy for the card area available.

It also stops what is an interesting tactic of trying to get these guys destroyed in one of the ways you describe in order to get some early promotions/suffrage.
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once upon a time Phil asked me to come up with some crew card ideas for an impossibly ambitious expansion to the already expanded High Frontier...

this is one of the cards we tested
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The long history of chimps, dogs in space does really suggest having something to represent them in game in a way Space mice aka Smart Pets doesn't do.
 
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White side:
Tween Hackers - Finance
Mass 0
3 war votes, one badge, Humans on board icon
Rad Hardness: 3
Child Soldier: 3 votes only while at War.
Backdoor: Get 1 WT any time a player uses Bernal privilege or Antitrust operation.
Purple side:
Stellar Neonates - Finance, Science
Mass 0, no badges, Biotech icon
Humans on board icon
Rad Hardness: 4
In Vat Operations: Can perform two Science operations each turn.
Unique: Can only be promoted to this side once per game.
 
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White side:
Chemical Luddites - Finance
Mass 4
ISRU 3 Missile 10 * 4, 1 AB
On board generator (e)
2 in power votes, Humans on Board icon
Rad Hardness: 4
Regressive: 2 votes only while you are in power
Antinuke: Cannot have a reactor in this card’s stack
Purple side:
Antirobot Jihad - Finance, Engineering
Mass 4, three badges
4 out of power votes, Humans on board icon
Rad Hardness: 6
Populist: 4 votes while you are not in power
Hardline Human: Robots demoted and must be emancipated again.
 
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I've ended up going colonist crazy and added the following additional colonists (at the moment) - the first three of which become robots when promoted, the last four of which are robots:
IA Chimps / Uploaded Replicators
Transhuman Fundamentalists / Cyberneuron Minds
Cosca Ad Astra / Deepnet Clusters
Tween Hackers / Stellar Neonates
Retro-Chemical Luddites / Anti-Robot Jihadists
L5 Society / Singularity Containment Cult
House of Nord / Postmortal Monopolists
HALO Daredevils / Drexlerian Technomancers
The Dark Matter Institute / Lobotomized Hive Sisters
Tribal Revenants / Pantropic Planet-dwellers
Anthropoid Tenders / Militarised Replicants
Master Controller / Smatter Bee Swarms
Halocarbon Pump / Daisy World Terraformers
Carbon Allotrope Aerostat / Neumann Sunshade

For details, please see the new colonist document I've created:
https://www.dropbox.com/s/au62hnp8tpkvky9/HighFrontier-NewCo...

[Edit: increased to 14 colonist cards / 28 colonists and created a separate document).
 
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Andrew Doull
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I've added a 15th colonist: Medecins sans Frontieres Finales / Postscarcity Refactors
 
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Andrew Doull
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Up to 29 colonists. New additions:

Body-mod Surgeons / Gray Infested
Extropian Evangelists / Roko’s Basilisk
Old School Boostermen / Prosthetic Rockets
Code Jockeys / World Wide Worms
First Contact Team / Proto Zoas
Theriomorphic Outcasts / Uplifted Animals
Shattered Horizon Company / Armoured Loaders Corp
Clade Family Clones / Carbon Commons Collective
Viral Mixologists / Machine Flesh Sculptors
Cleanroom Researchers / Mycorhizome Chimeras
Lloyds Salvage Co. / Lightcone Infovores
Decontamination Spec Ops / Cyber Ronin
Autonomous Prospector / Self-Aware Weaponised Platform
Spider Remotes / Hive Turing

 
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Just some of my opinions and questions on the colonists in the current colonist set (3-Jan, 2014). As a general comment, there should be some fluff with every colonist.

IA Chimps: Excellent choice for a Mars rush; does it count as human for glory? I assume it votes as human, but may be more thematic to only vote under green polity. Also, vivisection should be removed if robots emancipated (“They’re more biological than the robots!”)

Uploaded replicators: Ability is rather weak; only usable if it has the C freighter. Functional raygun, could see freighter hopping plan to reuse (Zap at one freighter, use engineering and swap to the other.)

Transhuman Fundamentalists: Decommissioning rule kind of silly. Maybe replace with: “May promote at a factory on science site or claim on TNO.” Right-wing politics doesn’t seem to work with classic transhumanists.

Cyberneuron Minds: Singularity a big risk; I doubt that a player would get that far behind. I guess that the robot supremacy has the election triggered by an Epic hazard op? Also, it seems weird that AI colonists wouldn’t vote for you in this election.

Cosca Ad Astra: Kind of weird when one could make money when someone illegally steals water. Smuggling doesn’t seem to be particularly useful. I would think the Mafia would tend towards the right-wing politics.

Deepnet Clusters: I assume that this doesn’t count in war. Investigation very useful against a player with many colonists.
Body-mod surgeons: Seems tailor-made for the PRC. Does amputation work with the UN crew (Mass -1?) I don’t quite understand the politics of the card and the felonious trait thematically.

Gray Infested: Seems to generate lots of useless colonists more than it does anything else. Does the taking control of a colonist apply with the special grey goo rules for beehives?

Extropian Evangelists: The special ability to work out of turn seems to have minimal use. The politics really should be white not orange for Evangelists.

Roko’s Basilisk: What does a lizard have to do with Evangelicals? And who’s this Roko guy? The ability is interesting, unless of course nobody has a useful special ability. Seems that the death rule would not show up in most games. (The game would end very soon or enough AI would be promoted.)

Old School Boostermen: Die Hard is rather difficult to pull off; the card would be sent back to the deck. Earthrise may be just be too good to decommission over. Does hazard roll include aerobraking?

Prosthetic rocket: Why do they lose their career when promoted? Continual afterburn is nice, but where it would be needed is difficult to find (The aerostats?).

Code Jockeys: Agile development is just too good. As written, you can use it to cheat epic hazards before TNO labs. Events don’t happen during a person’s turn, so it doesn’t need to be written in.

World Wide Worms: Flash ROM pales compared to Agile Development, though I suppose it could be of use wrecking anything unmanned and cycling the decks. Firmware is interesting, but there may be a different colonist that may be a better fit.

First Contact Team: I kind of doubt that there would be a discovery of life anywhere in the solar system that would have a such a dramatic effect on humanity. The subsurface ocean one is a nice advantage. Colonist seems a little light weight.

Proto Zoas: What on earth is “cerebrane”? Does the extra hydration apply at every C site? Again, I doubt an extraterrestrial discovery would have this much of an impact. What is the politics of this card?

Theriomorphic Outcasts: Strange white side for a colonist. The choice is a nice tweak for the game. Also, I find it strange that they would be outcast from society, they can vote! I’d switch the names of the promotion and the boosted around.

Uplifted Animals: See the prior. Is it unable to swap the bust specialty? I’m confused with the emancipator bit, here’s my take: as a suffrage op, the controller of the government can give them a chit that represents five votes for them. A suffrage op at a different time removes this chit. Or can a suffrage op decommission this colonist?

Tween Hackers: This one’s bit weird: they get votes for being “Child Soldiers” when they can’t even fight. Also, I can’t find a good reason to use children to hack computers. Also, most governments haven’t granted children votes, so maybe they should lose the UN vote and gain no loyalty so they can’t be hostile recruited?

Stellar Neonates: Another weird one. It trades a profession (Okay), ages down about 12 years (What?), and then gains the “Unique” trait. That bothers me the most; in this game you have Malcolm who is literally one person! And he doesn’t have a similar restriction on him. Just my opinion, maybe you have a better reason.

Retro-Chemical Luddites: A bit of a specially defined career. The “Looms” trait is a neat form of promotion. I suppose the best use of the card is for parking at a bernal.

Anti-Robot Jihadists: It’s strange it loses the generator. The only reason take this one is to inflict it’s abilities on others. The election described in the future is triggered by an epic hazard op, right?

L5 Society: Futurists is very powerful, especially if it is coupled with Theriomorphic Outcasts (Engineer and Science). Uplifting should be given a new name. A few other things: is futurists considered retroactive if a scientist is already in space? Can uplifting bring you over the limit?

Singularity Containment Cult: Is the UN the best choice for the loyal faction in this case? Also, it seems that their power is rather weak.
House of Saud: Nice power, could generate lots of capital.

Postmortal Monopolists: Monopoly is a bit of an “Eh” power. Unless it is pressed towards white or red, there is really little advantage to be gained. Again, the special future election needs to be triggered by epic hazard op, no? Also, weird that it changes profession.

HALO Daredevils: I don’t quite understand why one would collect money for breaking the law needlessly. The freighter stack bit may start silly things similar to the rescue pod rule. Is white the best option for politics?

Drexlerian Technomancers: Why aren’t cubes Missiles in interstellar? Do you still get to keep the extra cube even if there is a Grey Goo Failure? Can you not collect the Sulfur Hexafluoride from the ersatz bernal?

The Dark Matter Institute: Different way to hostile recruit. Colonies or colonists for the “Tribute” trait?

Lobotomized Hive Sisters: Can you create a gigantic colony by decommissioning this colonist repeatedly? Memetic Suppression seems far more difficult than any of the other epic hazard election futures.

Tribal Revenants: Really powerful trait. It dramatically increases the figure of available engineers, I might not consider upgrading these folks. Maybe white or green would be a better ideology for this colonist than orange?

Pantropic Planet-Dwellers: Maybe require an op of some kind to use its power? I’d change the name of the future to something that is a better reflection of extra-planetary colonization. Maybe there could be a better ideology than Green?

Medecins sans Frontieres Finales: Neat little colonist that may unfortunately find itself more used as a protector instead of a doctor.
Postscarcity Refactor: Does this mean income is reclassified as a science op? It was mentioned at some point that Crash the Market (Future?) represented currency being rebased on processing cycles. Shouldn’t it still be an engineering problem to create more processing power?

Shattered Horizon Company: They make the solar system a much more dangerous place. EVA may have some room for abuse, especially with the Philleas Fogg tactic.

Armoured Loaders Corp: I imagine that “Missile Pod” would get extremely expensive quickly. Exosuit EVA seems to be really powerful.

Clade Family Clones: I don’t understand how “Replacements” works in Interstellar. Clone tanks would probably be more used on large planets

Carbon Commons Collective: I don’t understand how Pirate works. What spectral type is it considered to be with 3D printer.

Viral Mixologist: Demoting a colonist seems very petty. Also, the connection between the colonist and the ability is unclear.

Machine Flesh Sculptors: Does “Reprogram” require robots to be emancipated?

Cleanroom Researchers: Only appears useful at the beginning of the game. Does this require to that a support card is pulled in the first place?

Mycorhizome Chimeras: I thought no one aged in Vats in Interstellar. Also, fungal chimeras? Can it go beyond the Ceres zone with a bernal or factory? Or does it need to be with a bernal or factory in order to remain alive and it also dies if it is beyond the Ceres zone?

Lloyd’s Salvage Co.: Does the salvage stack have mass? Can it be hauled to a different place?

Lightcone Infovores: Can you use this to return a card you just free marketed?

Decontamination Spec Ops: How else could a faction decommission your colonists?

Cyber Ronin: I suppose I have to track who promoted this card. That seems cumbersome. Why not just let them always attack and be attacked in general?

Homeless Techno-Utopians: Trash seems useful if you’re not playing Shimizu. Utopia may come into play, but it seems fairly useless.

Starbound Settlers: Remembering aging is too cumbersome. It also a death date that no other colonist has. The interstellar future is the easiest in the game. Sure, it may be worth 2 less but it is still too simple. Build any starship, and take the Jupiter flyby out. It’s guaranteed, because there is no way they would be killed on exit.

Anthropoid Tenders: Neat sort that needs to be exactly where it is acting. Reminds me of the robot stories.

Militarized Replicants: Can you use your Ersatz-Bernal to replace your crashed Bernal? Does it require an epic hazard? Reminds me of Blade Runner.

Master Controller: This is a dramatic increase in operations.
Smatter Bee Swarm: It’s strange that doubles the votes. Maybe change it to: “Robonaut and Freighter voters are loyal to you, if the robots have been emancipated.”

Autonomous prospector: Quite the hodgepodge of traits. It doesn’t have any votes, which is strange compared to all other robots.

Self-Aware Weaponized Platform: Does this add +3 Rad-hardness to all cards?

Spider Remotes: Do aerobrakes count as a hazard?

Hive Turing: Acting like a buggy is a neat trick for a colonist

Halocarbon Pump: First of the Robot Refineries. Bringing in an N reactor is fairly easy. Probably best for Jupiter and the moons of Saturn.

Daisy World Terraformers: So can the player with the politics token choose between that token and the default? Getting the Blue Mars future is a crapshoot or a mission to Sedna.

Carbon Allotrope Aerostate: Second of the robot refineries. Extremely particular, only three places on the map.

Neumann Sunshade: A solar sail robot. Why does it have a New Venus Future? It hardly seems to have any relation with Venus.
 
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Thanks for the great feedback. I wrote a really long reply, and then accidentally lost it.

In short, I've tweaked a few things, I have to have a longer think about Starbound Settlers and I'll have to provide a more detailed response tomorrow.

Also my understanding of the Digital Swap operation is wrong. I thought that the spectral type only applied to the cards being carried by the freighter, not the freighter itself.
 
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TGLS wrote:
Just some of my opinions and questions on the colonists in the current colonist set (3-Jan, 2014). As a general comment, there should be some fluff with

every colonist.


By fluff, do you mean flavour text? Sure. After I playtest the cards and do the graphic design, I'll know how much space I have to fill.

Quote:
IA Chimps: Excellent choice for a Mars rush; does it count as human for glory? I assume it votes as human, but may be more thematic to only vote under green polity.

Also, vivisection should be removed if robots emancipated (“They’re more biological than the robots!”)


Adopted your emanicpation suggestion. Primate: Acts human, so yes to Glory.

Quote:
Uploaded replicators: Ability is rather weak; only usable if it has the C freighter. Functional raygun, could see freighter hopping plan to reuse (Zap at one freighter, use

engineering and swap to the other.)


I've modified this so they can be 3D printed as a part of a digital swap of any spectral type.

Quote:
Transhuman Fundamentalists: Decommissioning rule kind of silly. Maybe replace with: “May promote at a factory on science site or claim on TNO.” Right-wing politics

doesn’t seem to work with classic transhumanists.


No one likes the promote on decommissioning, but I'm going to see how it plays. These are fundamentalisms who happen to be transhumanist, not the other way

around. I was going to call them Transhuman Families, which would definitely make them right wing.

Quote:
Cyberneuron Minds: Singularity a big risk; I doubt that a player would get that far behind. I guess that the robot supremacy has the election triggered by an Epic

hazard op? Also, it seems weird that AI colonists wouldn’t vote for you in this election.


Modified this so only loyal humans don't vote for you. All the election futures are triggered by Epic Hazard ops - you don't need a separate activism action. They also

allow you to run an election outside of the blue cycle. I'll need to special note that.

Quote:
Cosca Ad Astra: Kind of weird when one could make money when someone illegally steals water. Smuggling doesn’t seem to be particularly useful. I would think the

Mafia would tend towards the right-wing politics.


The mafia demands 'protection' if you're behaving in an illegal fashion. Smuggling is primarily for hostile recruiting. I'm going with PRC=illegal activities, but I could see

these going right wing. In general, I've spent a large amount of effort ensuring that each faction has a similar proportion of unpromoted/promoted

colonists/votes/careers to the basic deck.

Quote:
Deepnet Clusters: I assume that this doesn’t count in war. Investigation very useful against a player with many colonists.


Yes, anarchy only.

Quote:
Body-mod surgeons: Seems tailor-made for the PRC. Does amputation work with the UN crew (Mass -1?) I don’t quite understand the politics of the card and the

felonious trait thematically.


This card is felonious because you're cutting off the limbs/removing nonvital organs (like stomach/intestines) to decrease the colonists mass without giving them an

option to avoid this. I didn't note the UN crew exception since I assumed that a hard science game wouldn't need to explain that negative mass isn't a thing.

Quote:
Gray Infested: Seems to generate lots of useless colonists more than it does anything else. Does the taking control of a colonist apply with the special grey goo

rules for beehives?


Take control doesn't apply to interstellar. The colonists are ISRU 1 mass 1 buggies, which I hope would be useful.

Quote:
Extropian Evangelists: The special ability to work out of turn seems to have minimal use. The politics really should be white not orange for Evangelists.


Unlike the Transhuman Fundamentalists, these are Extropians who evangelise their position. I wanted to make their special ability apply at any point during another

player's turn (which would be hugely useful) but this would break PBF play. I wonder if 'forgo op to let you rearrange the player turn order next year' would be better.

Quote:
Roko’s Basilisk: What does a lizard have to do with Evangelicals? And who’s this Roko guy? The ability is interesting, unless of course nobody has a useful special

ability. Seems that the death rule would not show up in most games. (The game would end very soon or enough AI would be promoted.)


Google 'Roko's Basilisk'. This may have existential consequences.

Quote:
Old School Boostermen: Die Hard is rather difficult to pull off; the card would be sent back to the deck. Earthrise may be just be too good to decommission over.

Does hazard roll include aerobraking?


Die Hard is primarily intended for glory, but I added hazards (and aerobrakes) as a side effect.

Quote:
Prosthetic rocket: Why do they lose their career when promoted? Continual afterburn is nice, but where it would be needed is difficult to find (The aerostats?).


This sacrifices an operation for the ability to get two rocket moves. Continual afterburn is more flavour than straight utility - but it allows you to boost up for combat or some weird tug landing on Venus.

Quote:
Code Jockeys: Agile development is just too good. As written, you can use it to cheat epic hazards before TNO labs. Events don’t happen during a person’s turn, so

it doesn’t need to be written in.


I've modified this to exclude epic hazards, and am thinking long and hard about the impact on prospecting.

Quote:
World Wide Worms: Flash ROM pales compared to Agile Development, though I suppose it could be of use wrecking anything unmanned and cycling the decks.

Firmware is interesting, but there may be a different colonist that may be a better fit.


It works thematically for me. Also you can manipulate budget cuts.

Quote:
First Contact Team: I kind of doubt that there would be a discovery of life anywhere in the solar system that would have a such a dramatic effect on humanity. The

subsurface ocean one is a nice advantage. Colonist seems a little light weight.

Proto Zoas: What on earth is “cerebrane”? Does the extra hydration apply at every C site? Again, I doubt an extraterrestrial discovery would have this much of an impact.

What is the politics of this card?


This card is inspired by the computer game 'Waking Mars'. Proto Zoas are aliens, so don't have votes - this also means the card is completely loyal to whomever promotes the white side.

Quote:
Theriomorphic Outcasts: Strange white side for a colonist. The choice is a nice tweak for the game. Also, I find it strange that they would be outcast from society,

they can vote! I’d switch the names of the promotion and the boosted around.


They're social outcasts, rather than political ones. Also the game strongly suggests that Uplift is purple side rather than black side (Uplift future on Creeper Neogens).

Quote:
Uplifted Animals: See the prior. Is it unable to swap the bust specialty? I’m confused with the emancipator bit, here’s my take: as a suffrage op, the controller of the

government can give them a chit that represents five votes for them. A suffrage op at a different time removes this chit. Or can a suffrage op decommission this

colonist?


It is unable to swap the bust specialty without being decommissioned. Similarly the emancipator votes are lost when the card is decommissioned - you can't

decommission the votes separately. The card itself is decommissioned normally.

Quote:
Tween Hackers: This one’s bit weird: they get votes for being “Child Soldiers” when they can’t even fight. Also, I can’t find a good reason to use children to hack

computers. Also, most governments haven’t granted children votes, so maybe they should lose the UN vote and gain no loyalty so they can’t be hostile recruited?


This represents 'Script Kiddies' and Anonymous activists. The voting pressure is pressure on their parent's politics. Flavour text will play with the idea of bioengineering

delaying completion of puberty as well to result in adults in kids bodies.

Quote:
Stellar Neonates: Another weird one. It trades a profession (Okay), ages down about 12 years (What?), and then gains the “Unique” trait. That bothers me the most; in

this game you have Malcolm who is literally one person! And he doesn’t have a similar restriction on him. Just my opinion, maybe you have a better reason.


This is a 2001 reference to Star Child. The uniqueness is the non-reproducibility of the process of promoting this card, rather than the fact there is only one neonate.

Quote:
Retro-Chemical Luddites: A bit of a specially defined career. The “Looms” trait is a neat form of promotion. I suppose the best use of the card is for parking at a

bernal.


I've simplified Looms. The intended use is to get out there with a refinery since it has a built in generator and start colonising - I had restricted these originally so that

you had to have the luddites present to perform the op, but it felt a bit too useless late game.

Quote:
Anti-Robot Jihadists: It’s strange it loses the generator. The only reason take this one is to inflict it’s abilities on others. The election described in the future is

triggered by an epic hazard op, right?


Added generator back. Yes to election epic hazard.

Quote:
L5 Society: Futurists is very powerful, especially if it is coupled with Theriomorphic Outcasts (Engineer and Science). Uplifting should be given a new name. A few

other things: is futurists considered retroactive if a scientist is already in space? Can uplifting bring you over the limit?


I've modified Theriomorphic Outcasts text to strongly suggest that you can't go Science -> Engineering if they are supported by Futurists. What's wrong with Uplifiting?

I'm going for Panglossian overtones.

Quote:
Singularity Containment Cult: Is the UN the best choice for the loyal faction in this case? Also, it seems that their power is rather weak.


I think their power is incredibly strong: depends how aggressive players are with hostile recruit.

Quote:
House of Saud: Nice power, could generate lots of capital.

Postmortal Monopolists: Monopoly is a bit of an “Eh” power. Unless it is pressed towards white or red, there is really little advantage to be gained. Again, the special

future election needs to be triggered by epic hazard op, no? Also, weird that it changes profession.


A number of base game cards change profession. Monopoly takes the faction privilege: so if e.g. ESA is in power, then you get the Powersat ability and ESA loses it.

Quote:
HALO Daredevils: I don’t quite understand why one would collect money for breaking the law needlessly. The freighter stack bit may start silly things similar to the

rescue pod rule. Is white the best option for politics?


Google 'Point Break'. The freighter stack is intended to be abused: unlike rescue pods. I could be convinced to switch to another politics, but I wanted them to be All

American sports machismo.

Quote:
Drexlerian Technomancers: Why aren’t cubes Missiles in interstellar? Do you still get to keep the extra cube even if there is a Grey Goo Failure? Can you not collect

the Sulfur Hexafluoride from the ersatz bernal?


If cubes were missiles in Interstellar, I'd have to define how many ops a cube gets. You get to keep the extra cube. I wanted to keep text simple on the Hexaflouride

future.

Quote:
The Dark Matter Institute: Different way to hostile recruit. Colonies or colonists for the “Tribute” trait?
Colonies.

Quote:
Lobotomized Hive Sisters: Can you create a gigantic colony by decommissioning this colonist repeatedly? Memetic Suppression seems far more difficult than any of

the other epic hazard election futures.


Yes, you can make a gigantic colony, but this is not the most effective use of your cubes. Mimetic suppression is easy if you kill off the colonists of the correct colour.

Quote:
Tribal Revenants: Really powerful trait. It dramatically increases the figure of available engineers, I might not consider upgrading these folks. Maybe white or green

would be a better ideology for this colonist than orange?


See politics comments previously.

Quote:
Pantropic Planet-Dwellers: Maybe require an op of some kind to use its power? I’d change the name of the future to something that is a better reflection of extra-

planetary colonization. Maybe there could be a better ideology than Green?


The future is to reflect permanent genetic modification in order to better suit the environment, rather than modifying the environment itself.

Quote:
Medecins sans Frontieres Finales: Neat little colonist that may unfortunately find itself more used as a protector instead of a doctor.
Postscarcity Refactor: Does this mean income is reclassified as a science op? It was mentioned at some point that Crash the Market (Future?) represented currency

being rebased on processing cycles. Shouldn’t it still be an engineering problem to create more processing power?


I decided running a supercomputer was a science endeavour rather than an engineering one.

Quote:
Shattered Horizon Company: They make the solar system a much more dangerous place. EVA may have some room for abuse, especially with the Philleas Fogg tactic.

Armoured Loaders Corp: I imagine that “Missile Pod” would get extremely expensive quickly. Exosuit EVA seems to be really powerful.

Clade Family Clones: I don’t understand how “Replacements” works in Interstellar. Clone tanks would probably be more used on large planets.


Clarified. Replacements allows you to sacrifice cubes to keep them alive.

Quote:
Carbon Commons Collective: I don’t understand how Pirate works. What spectral type is it considered to be with 3D printer.


Pirate allows you to clone a card on the decks and give it to this card. e.g. give it +8 thrust modifier with BP reactor if Project Orion is the top reactor. Fixed spectral

type - it's C.

Quote:
Viral Mixologist: Demoting a colonist seems very petty. Also, the connection between the colonist and the ability is unclear.


I clarified the description prior to your comments. Hope it helps.

Quote:
Machine Flesh Sculptors: Does “Reprogram” require robots to be emancipated?


No.

Quote:
Cleanroom Researchers: Only appears useful at the beginning of the game. Does this require to that a support card is pulled in the first place?


Yes.

Quote:
Mycorhizome Chimeras: I thought no one aged in Vats in Interstellar. Also, fungal chimeras? Can it go beyond the Ceres zone with a bernal or factory? Or does it

need to be with a bernal or factory in order to remain alive and it also dies if it is beyond the Ceres zone?


Fixed aging in vats, but I'm going to change this again. Google 'Supergod Morrigan Lugus'.

Quote:
Lloyd’s Salvage Co.: Does the salvage stack have mass? Can it be hauled to a different place?


No.

Quote:
Lightcone Infovores: Can you use this to return a card you just free marketed?


Yes. It is only cost effective if you have Siren Cybernetics Inc.

Quote:
Decontamination Spec Ops: How else could a faction decommission your colonists?


Grey Goo Colonists. Viral Mixologists.

Quote:
Cyber Ronin: I suppose I have to track who promoted this card. That seems cumbersome. Why not just let them always attack and be attacked in general?


Because that is the New Attica Successionists ability.

Quote:
Homeless Techno-Utopians: Trash seems useful if you’re not playing Shimizu. Utopia may come into play, but it seems fairly useless.

Starbound Settlers: Remembering aging is too cumbersome. It also a death date that no other colonist has. The interstellar future is the easiest in the game. Sure, it

may be worth 2 less but it is still too simple. Build any starship, and take the Jupiter flyby out. It’s guaranteed, because there is no way they would be killed on exit.


As mentioned, I'll have a think about this. I was thinking of supplementing the exit the solar system rules so that the Interstellar rules always applied. That'd make Sol exit much harder.

Quote:
Anthropoid Tenders: Neat sort that needs to be exactly where it is acting. Reminds me of the robot stories.

Militarized Replicants: Can you use your Ersatz-Bernal to replace your crashed Bernal? Does it require an epic hazard? Reminds me of Blade Runner.


Your crashed Bernal still exists, so no.

Quote:
Master Controller: This is a dramatic increase in operations.


Except for Interstellar, the actual operations you can perform are incredibly limited - basically the robonaut can do actions relating to itself in its location only.

Quote:
Smatter Bee Swarm: It’s strange that doubles the votes. Maybe change it to: “Robonaut and Freighter voters are loyal to you, if the robots have been emancipated.”


I didn't want to take away from the emancipator. Think of this as super robot voting empowerment.

Quote:
Autonomous prospector: Quite the hodgepodge of traits. It doesn’t have any votes, which is strange compared to all other robots.


Added a vote.

Quote:
Self-Aware Weaponized Platform: Does this add +3 Rad-hardness to all cards?


Yes. Clarified.

Quote:
Spider Remotes: Do aerobrakes count as a hazard?


There are no aerobrakes next to size 1 sites (except maybe Mars - but I don't have the map in front of me). But clarified just in case.

Quote:
Hive Turing: Acting like a buggy is a neat trick for a colonist


Most colonists act like buggies. I think you mean acting like a buggy is a neat trick for a raygun.

Quote:
Halocarbon Pump: First of the Robot Refineries. Bringing in an N reactor is fairly easy. Probably best for Jupiter and the moons of Saturn.

Daisy World Terraformers: So can the player with the politics token choose between that token and the default? Getting the Blue Mars future is a crapshoot or a mission

to Sedna.


Clarified.

Quote:
Carbon Allotrope Aerostate: Second of the robot refineries. Extremely particular, only three places on the map.

Neumann Sunshade: A solar sail robot. Why does it have a New Venus Future? It hardly seems to have any relation with Venus.


Shading Venus is one way of potentially terraforming it.
 
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Curufaukor the Cursed
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I've been wanting to play more with Andrew Doull's new colonists variant, but keeping track via raw text is hard on the eyes and slows the game.

It appears that nobody has created printable cards to correspond to the new colonists so, with that in mind, I've decided to do it myself.

If someone has already done this, please let me know so I don't waste more time.

I've created the IA Chimps / Uploaded Replicators card.

If there is interest, I can post all of them when I'm done.

I should note I'm just googling for images and don't have the copyright, so those can be swapped out if we want to be particular.



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Curufaukor the Cursed
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I haven't had much time this week, but here is the next double-sided card.



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Curufaukor the Cursed
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And the next...



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Andrew Doull
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These are awesome!!!!

I hope you haven't stopped doing them because of lack of feedback in this thread - I haven't been subscribed to it (fixing that now). I particularly love the flavour text you've picked.

You're making me feel guilty about a few things though:

1. I've redesigned Cosca Ad Astra and didn't update the .pdf.
2. I haven't got around to choosing which Interstellar pilot abilities each card should have.
3. I don't think I've made it clear enough (or you're not working off the latest version) that the purple sides of the cards you've done are AI - a new colonist type.
 
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These have gone through significant redesign for the 3rd edition. I don't want to compromise the 3rd edition Kickstarter but suffice it to say I've got enough card designs for an expansion pack now.
 
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