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Subject: Card Idea: Meteor rss

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David G

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All species except "Body Size 1, Burrowing" go extinct.
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Dominic Crapuchettes
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Will Bowler
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Also known as Everyone played a negative food into the watering hole except one guy and the first player fed his little burrowing guy with the only food token. whistle
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Aernout Casier
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Ghetty wrote:
All species except "Body Size 1, Burrowing" go extinct.


Interaction cards like this could work, but I'm not sure they'd fit the thematically so very strong feel of the game. (You don't play a meteor on a species as a trait.)

Some of my ideas:

[Herbivores]

Flying (max body size of 2 (or 3))
Swimming
Fast/Agile (regardless of player order, gets to take 1 food from watering hole first)
(--> all three can only be caught by ditto predators)

[Herbivores: survival]

Endurance
(-->needs one less food than its pop to be able to not lose any pop)
Ruminate
(--> if there is no food in the watering hole, you can take food from food bag in time to save 1 pop)
Hibernate
(--> can go without food for 1 round, cannot add any traits this round)

[Herbivores: defense]

Spines
(--> basically horns, but the greater your body size, the more they sting/kill [e.g. 1/2 = 1pop, 3/4 = 2pop])
Poisonous
(--> would require poison tokens (every two poison counters = discard one trait))
Hive
(--> not fully worked this one out yet but sth like: add pop of (one of your) neighbouring species to your body size when attacked))


[Carnivores]

Acute sense of smell
(--> this predator can attack burrowing animals)
Strong
(-->can attack animals with same (or 1 bigger) body size)





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Jon Gameson
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Ghetty wrote:
All species except "Body Size 1, Burrowing" go extinct.


It would be an interesting variant to make for a random game end / length. Play until someone draws the Meteor! Eat while you can!
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Will Bowler
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Personally, I'm not sure how it would make sense for anything to force a species to discard a trait (Poison is more likely to kill something than to make the entire species forget how to climb or lose horns, etc.) Maybe have it kill off a second population when it attacks? Or any species that scavenges from an animal killed by a species with poison loses one population (the meat is tainted)?

Spines seems like a pretty cool idea, but it would nullify the horns card (or just flat out replace it)... unless someone decided to have both, which would just be nuts to attack.

With flying, I would also add that a flying carnivore can attack a species with climbing and/or swimming, but I'd say no need for body size limitation. Unless someone is making a flying carnivore, they most likely wouldn't up body size much, and if they are, why not have a dino-sized flying species? Non-nom-idactyl anyone

Side question about climbing, flying, and swimming: would these traits need to be mutually exclusive (i.e. if you have one you can't have any other) or would something be able to both swim and fly?

With hive, you could have something like for every 2 or 3 population it gives the species +1 body size when attacked... kinda like a combination between defensive herding and hard shell



I do like the meteor card variable where you maybe pull the last 20-25 cards, shuffle that in with them, and when that shows up it wipes out all species larger than a certain body size without burrowing. Put that, when drawn, this card must be played into the watering hole as "food" and that round is the final round of gameplay. Heck, I'd almost be tempted to create that card just to see how it'd change the end game mechanics.
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Dmytro Tshakhilov
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Activates if played as food card. This card can not be player on species, but can be discarded for activation of Intelegence.
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Nick Bentley
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Ghetty wrote:
All species except "Body Size 1, Burrowing" go extinct.


Related to my own "Heat Death of the Universe" card (entire game stops, is never played again, nor are any of the components ever disturbed again)

As an aside, having cards that can be played as events rather than traits is a cool idea for bringing in environmental factors.
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Trevor Schadt
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milomilo122 wrote:
As an aside, having cards that can be played as events rather than traits is a cool idea for bringing in environmental factors.
I would suggest that events take place after the feeding phase of the current turn. Give the dinosaurs one last hurrah before the meteor hits.
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David G

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The meteor card idea was from my 9 year old son. He was joking. I love the ideas people have come up with, though, particularly Nick's idea of event cards.

BTW - my boys (9 and 7) love this game. The latin and pseudo-latin prefixes and suffixes on the player aids are a huge hit. Throughout the game they'll name their species, and then describe to me what they would look like in real life. Classic.
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David G

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ryudoowaru wrote:
milomilo122 wrote:
As an aside, having cards that can be played as events rather than traits is a cool idea for bringing in environmental factors.
I would suggest that events take place after the feeding phase of the current turn. Give the dinosaurs one last hurrah before the meteor hits.


If it were shuffled into the back 3rd of the deck (a la Pandemic), you would never know when it was going to come up. Interesting idea.
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Nick Bentley
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Ghetty wrote:
The meteor card idea was from my 9 year old son. He was joking. I love the ideas people have come up with, though, particularly Nick's idea of event cards.


We love it too. That's one of the greatest things about this game: it's really, really fun coming up with new card ideas.

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Aernout Casier
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Vagabond22 wrote:
Personally, I'm not sure how it would make sense for anything to force a species to discard a trait (Poison is more likely to kill something than to make the entire species forget how to climb or lose horns, etc.) Maybe have it kill off a second population when it attacks? Or any species that scavenges from an animal killed by a species with poison loses one population (the meat is tainted)?

By killing off traits one could argue you mimic the crippling effect of poison. I was trying to think of other ways to 'hurt' carnivores (and herbivores, if the carnivore is poisonous, it can attack this way too), and this is the one I came up with. Basically the idea is that it hurts over time. Definitely not sure my basic idea is the best

Vagabond22 wrote:
Spines seems like a pretty cool idea, but it would nullify the horns card (or just flat out replace it)... unless someone decided to have both, which would just be nuts to attack.

It would be an option. Again, I was thinking that bigger animals are more dangerous to attack.

Vagabond22 wrote:
With flying, I would also add that a flying carnivore can attack a species with climbing and/or swimming, but I'd say no need for body size limitation. Unless someone is making a flying carnivore, they most likely wouldn't up body size much, and if they are, why not have a dino-sized flying species? Non-nom-idactyl anyone

he climbing bit is an excellent idea. Would make the flying card very powerful, though... Which is why I wouldn't mind having limitations to it.

Vagabond22 wrote:
Side question about climbing, flying, and swimming: would these traits need to be mutually exclusive (i.e. if you have one you can't have any other) or would something be able to both swim and fly?

Good point. I'm not sure. Swimming and climbing do seem to be an odd pair, but I reckon there are exceptions out there (soaring is not flying, obviously).

Vagabond22 wrote:
With hive, you could have something like for every 2 or 3 population it gives the species +1 body size when attacked... kinda like a combination between defensive herding and hard shell

Great suggestion!

Vagabond22 wrote:
I do like the meteor card variable where you maybe pull the last 20-25 cards, shuffle that in with them, and when that shows up it wipes out all species larger than a certain body size without burrowing. Put that, when drawn, this card must be played into the watering hole as "food" and that round is the final round of gameplay. Heck, I'd almost be tempted to create that card just to see how it'd change the end game mechanics.


 
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Jon Gameson
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milomilo122 wrote:
Ghetty wrote:
The meteor card idea was from my 9 year old son. He was joking. I love the ideas people have come up with, though, particularly Nick's idea of event cards.


We love it too. That's one of the greatest things about this game: it's really, really fun coming up with new card ideas.



Oh for sure! Brings back a Yoda quote lol..."Truly wonderful the mind of a child is"...

But then games bring out the big kids in all of us lol
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Dan Collins
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Nice Idea...

It could also mean a re-shuffle of the deck, and then remove the Meteor Card before reshuffle. The card would have to be played as part of the watering hole to take effect, or it could be be used as a discard for population/body size/species/intelligence trait cost and it's effect would not take place in that game.

So there would be only one Meteor card in the game (optional?) This would be a great expansion card idea - would need to be sure there was enough food available for a "reset" and play through another deck and extending the game length...possible up to twice as long depending when the card was played.

Another idea would be a card that you could play that would auto-extinct one of your own species and allow you draw the additional cards for losing that species traits. This would also allow you to lose that "middle-species" that is in the way of your other species you want next to each other. Not a strong card, but may have an occasional use by some players.
Unexplained Extinction.
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Nick Bentley
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Slyzx1 wrote:
Nice Idea...

It could also mean a re-shuffle of the deck, and then remove the Meteor Card before reshuffle. The card would have to be played as part of the watering hole to take effect, or it could be be used as a discard for population/body size/species/intelligence trait cost and it's effect would not take place in that game.

So there would be only one Meteor card in the game (optional?) This would be a great expansion card idea - would need to be sure there was enough food available for a "reset" and play through another deck and extending the game length...possible up to twice as long depending when the card was played.

Another idea would be a card that you could play that would auto-extinct one of your own species and allow you draw the additional cards for losing that species traits. This would also allow you to lose that "middle-species" that is in the way of your other species you want next to each other. Not a strong card, but may have an occasional use by some players.
Unexplained Extinction.


To be clear, a meteor card, as described here, would be too powerful by about ~1000%, as it would almost entirely reset the game and obviate all the strategizing which had come before. Pretty sure the suggestion by the OP was a little tongue-in-cheek (though correct me if I'm wrong - I'm often wrong)
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