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Subject: The Big Discussion about EXPANSIONS! rss

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Common Man Games
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ANNOUNCEMENT:

I just got an email, and...

Doc might have an expansion for us all.

Stay Tuned!




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Mark Filippelli
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I don't have the game, so forgive me if this idea already exists. How about a Paddy Wagon police card to aid in arresting multiple street thugs or rioters? Motorcycle Cops could be a nice addition too.
 
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Nice idea Mark!

thumbsupthumbsupthumbsup
 
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THE BIG SCHOOL BUS:

this idea submitted by

Bruce Dawson:

Hi Karl,
With the success of the kickstarter, I send you a FUN idea that you and your team might like to 'play about' with...How about a card for another vehicle, namely a big yellow School Bus?!!
The bus moves one road section at a time down a designated route at the end of each player's turn, the Main Effect being that NO vehicle may pass the square it occupies each turn except a marked police car!
My example route would be...start at top-right Colfax Avenue, turn left down 3rd Street (past Police precinct), turn right into Vasel Avenue, left into 2nd Street, then right into Stickel Avenue ending at the junction of Stickel and 1st Street, then being removed from play next turn.
Further cards such as... "Conciencious School Bus Driver unloading kids, so School Bus remains in present location for a further turn"... also come to mind!
I am sure you could also invent several Bus route cards and maybe draw one randomly at the start of each game, thus adding the ability to give this theme some variety at each sitting!!
Hope you can fit it in, but don't worry if you feel it may mess up other rules too much....like I said, 'just a bit of fun!'.
Best wishes


My thought is...

What if the route varied (helps with replayability).

At the end of each players turn (right after the event phase), roll a die to see what direction the bus will be next (much like that Homicidal Maniac Event.

Then the bus could muck things up pretty good and in all sorts of different places (creating an effect much like a mobile road construction project).

Interesting to think about.

This could release when we are coming out with new Characters and thus a new token sheet of vehicles.

What other vehicles should come out on this sheet???

That's fun to think about!!!

Ambulance, firetruck, SWAT, Bomb Squad, Street Sweeper, etc etc.

Anyone else care to toss in an idea...

?????

 
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Simon White
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I like the rules for the school bus but would police vehicles actually stop for a school bus? I know regular road users have to in North America (here in the UK school buses have no such special rules) but wouldn't emergency vehicles have priority?

Why not keep the mechanism but instead have a wide load moving? You could replace the driver stops card with the load becomes snagged so stops for a turn, or maybe they have to remove an obstacle (traffic lights etc) instead? With this the load is actually blocking the road, so emergency vehicle or not, you physically cannot get past.

Simon
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Dr Edward Locke
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Delaric wrote:
1. Clown car filled with renegade rabble-rousin' clowns!

Nope, it should be filled with Juggaloes, which are WORSE than clowns!
 
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follow this link and read comments about use of Tow Truck, etc...

http://boardgamegeek.com/image/2015822/police-precinct?comme...

 
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follow this link and read a discussion about possible ways to expand on Police Precinct with assorted Law and Order / First Responder games...

http://boardgamegeek.com/thread/1171443/next-common-man-game...

 
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Not sure why I just got thinking about this, but...

I think some sort of expansion that would allow the game to evolve over time could be really cool.

So, maybe no matter what the outcome of a game session, it will change the game for the next session. Thus each game builds on the prior.

Maybe there is a chart or a deck of cards that helps guide the process. I imagine that it's not just IF you win or lose, it's also HOW. Each possible outcome creates the next scenario for the group. Each new scenario has new heightened challenges, but also new powers for the characters (and/or new equipment, etc).

Fun to think about!

 
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Stephen Eckman
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Police Precinct Legacy ... I like it!
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Jazzy Bear
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The idea that you can "purchase" equipment and bonuses by meeting certain goals in a prior session seems very exciting!
 
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JazzyBear wrote:
The idea that you can "purchase" equipment and bonuses by meeting certain goals in a prior session seems very exciting!

YES!

thumbsupthumbsupthumbsup

I am a big Axis and Allies fan, and one thing I like about it is how I have a pile of money and get to spend it each turn on whatever I want!



Be fun to have that element in a version of the game.
 
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Loose Cannon
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Make some kind of Season Document:

where you play a whole season. 1-8 games.

and come up with a list of things that change.

ok so start small make 4 episodes.

So: you'd need 4 different endings.

1- murder. covered.

2-4? would have to be covered by future expansions.


but, thinking this way, may make creating new expansions easer for you guys Karl.



List of things that can change through a season:

1- Characters killed/dirty cops/ can't be chosen again.
Up-grades? keep one? Have them exchanged for extra starting police cards.



 
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Loose Cannon
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This would need a very large EVENT card deck.

and ALL cards solved, removed from the game.
 
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Great ideas Joe!

 
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Another cool idea complements of Jazzy...

"I like a chase mechanic where there are roadway cards and the board builds as the lead driver moves onto a new board and the old boards disappear behind the slow pursuers!"

 
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Mark Filippelli
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Has anyone talked about a Serial Killer expansion already?

One idea that I had was there could be special serial killer cards seeded in the Event deck. When the killer card is drawn, the killer strikes again adding another body to the morgue.

The effect would be that the crime track advances by one, but also police get to uncover an evidence card for free and put it on the Murder Investigation Board.

The idea is that the killer would have a certain M.O. which would reveal a pattern to the police, so they obtain clues faster, but the trade-off is that the crime track goes up faster as well.

Of course, all of the other problems in Commonville do not go away so, all of the typical gameplay stays the same. It just gets kicked up a notch with the pressure of catching a psycho serial killer. Of course, this would have to be play tested and tweaked quite a bit, but that is the basic idea. Maybe there could be different evidence cards for this variant.
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Doug LaVigne
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Could you have a copycat? Similar murder, but doesn't quite follow the pattern? FBI or StateBI takes over the case? Killer stops killing? Not sure how these would work mechanically, as I don't know the game yet.
 
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Thanks guys!

very interesting ideas!!!

thumbsupthumbsupthumbsup

 
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UPDATE ON ROOKIES (an expansion pending from Joe Michaeli):

Joe just sent me this...

"Karl,
My friend and Inkster police officer came over the other night and his additions to the whole idea of Rookies is awesome and makes perfect sense.

I'll send you a better write up of it soon.

Components.
12-16 Rookie cards.
6 double sided FTO tokens.
Field Training Officer.

All the above could be small cards.

And possibly a token for each bad hood.
Representing one of the bad hoods a certain rookie is from, and where he gets a bonus or penalty.

Basic Jist:
When a player positively completes an action (not failing) he gains the FTO token.
FTO side down.
After completing a second action positively. Turn token over to FTO side up.
Then, any time this player passes the Police precinct he/she may discard any one card to draw the top random rookie.

All rookies will have minor stats and powers. Some negative.
Many will use Die rolls to see if there powers even work.
Ex
Roll d6 on a 1 or 2 they choke/freeze/up chuck/run
And there powers don't work.

Any time you fail a check the rookie is discarded/sent to hospital/ or killed.
And you must discard your FTO token. En must complete 2 more to gain another rookie.

If the Dirty cop reveals with a rookie. Said rookie is killed and crime track moves up 1"


I'm putting it here so we ALL can have the latest thoughts from Joe!

And...

Because I don't want the DNA of Rookies to somehow disappear between the cracks.

Joe is amazing at this stuff and I would like to say...

Thanks Joe for all you do and for the update!!!

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