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Terra Mystica» Forums » Variants

Subject: Idea for Terra Mystica Expansion - High Council rss

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Gurps Melendor
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Some initial ideas... whistle

1. The High Council has one seat for each player in the game.
2. A player can use one action to: put one Priest in the seat on the left; put every Priest in the HC on seat right; remove the Priest in the most right seat (if there is one).
3. In the beginning of every turn, open one proposal card.
4. In the end of every turn, each player (from the last to the first) will vote for “yes” or “no”; they will have 1 vote for every Priest in the High Council plus 1 for every 2 workers expanded for that proposal.
5. If there are more “yes”, the proposal is approved and its effects start immediately until the end of the game. Otherwise, put the proposal in the bottom of the deck.
6. The proposal’s possible effects:
A. Some income (one time or every turn) for: every one; 1st player; last player; of 1st in one cult.
B. Some permanent VP condition: per action, turn or end game.
C. Free terraform or sailing upgrades for everyone.
7. Power action (5 power): look the next three proposals, put one in the top of the deck and the others in the bottom.
8. In the end of the game: 2 VP for every Priest in the HC.
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John Bradshaw
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Some interesting suggestions there. Obviously you would need to be careful not to upset such a delicately balanced (or should I say delicately imbalanced!) game.

I imagine that many would be loathe to introduce a random element into the game. You could get round that by having the proposals visible at game start (in the same way as the round bonuses are visible) and before players choose their factions. That way, players know what's coming and can organise their strategy accordingly.

Let us know how these ideas progress if you try this out.
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Jonathan Maisonneuve
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Basically, those proposal would be nothing more than the end-bonus of round tiles, but randomly drawn and effective only based on whoever has more priest spent.

Would disadvantage races that need to spend their priest (darkling and fakir) and would advantage races that produce alot of workers (halfling, Swarmling, Dwarves)
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Ed Kabara
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I like this, but you might want to add another turn to the game. Its already hard to do everything you need to do in the time you have.
 
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Robert Stewart
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Biotech66 wrote:
I like this, but you might want to add another turn to the game. Its already hard to do everything you need to do in the time you have.


That's a design feature - that the game finishes a round before your engine kicks into high gear and you just churn out points. It's better to be left feeling you were a turn short of greatness than spending half the game watching someone steadily maintain their lead because you've all done everything you usefully can and it's just a matter of collecting income and passing...
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David Jones
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I think the real problem here is, would this actually get used? Priests and workers are vital to keep expanding you income engine. I might have extras in the last round of the game to spare, but any earlier you can probably get more VP from the things they will let you build. The problem isn't needing more actions, the rules let you take as many actions as you can afford. The problem is needing more income so you can afford to take the new actions proposed here.
 
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Gurps Melendor
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Thanks for your comments, take a look in some second thoughts …

1. The High Council has one seat for each player in the game.
2. A player can use one action to: put one Priest in the seat on the left; put every Priest in the HC on seat right; remove the Priest in the most right seat (if there is one).
3. In the setup, open 6 proposals, one for each turn.
4. In the end of every turn, each player (from the last to the first) will vote for “yes” or “no” for the proposal of that turn; they will have 1 vote for every Priest in the High Council plus 1 for every 3 workers expanded for that proposal.
5. If there are more “yes”, the proposal is approved and its effects start immediately until the end of the game. Otherwise, put the proposal in the bottom of the deck.
6. The proposal’s possible effects:
A. Some income (one time or every turn) for: every one; 1st player; last player; of 1st in one cult.
B. Some permanent VP condition: per action, turn or end game.
C. Free terraform or sailing upgrades for everyone.
7. Power action (3 power): choose one not voted proposal in the game, that proposal will be voted in the end of the turn; put the current proposal of the turn in the place of the chosen one.
8. In the end of the game: 2 VP for every Priest in the HC.
 
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Robert Stewart
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davypi wrote:
I think the real problem here is, would this actually get used? Priests and workers are vital to keep expanding you income engine. I might have extras in the last round of the game to spare, but any earlier you can probably get more VP from the things they will let you build. The problem isn't needing more actions, the rules let you take as many actions as you can afford. The problem is needing more income so you can afford to take the new actions proposed here.


Surely it depends on what the return is for your investment - the tricky part will be getting the balance right so it's not all about the High Council, but nor is it completely pointless to use it.
 
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witek merkon
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The idea seems like a crossover between TM and the new MTG expansion

Anyway, the High Council could be incorporated into balancing the factions. For example, Fakirs' priests would count as two (they are a very wise nation!), Auren could advance +1 on a single cult when placing a priest in the Council and Giants might send 2w instead of the priest.


 
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