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Subject: What features do you want to see in the expansion? rss

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Joey V

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I'm working on the expansion. It supports up to 6 players and adds some team dynamics and new cards and aliens. Anything else you would like to see?

joey
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Lance Codarin
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i think i'm not alone in thinking we need more "FLIP CARDS" (traps, vaults and bases. Not necessarily those types but the kind of cards that you can put face up in the envelopes

A way to manipulate the chaos clock in larger game gropus that isn't dependent on cards (eg. give up an entire turn to reduce the chaos clock countdown by "n" turns) --> this is to accomodate up to 6 players but still remain in a gameplay time of 1 hour/1 hour and half at most (if it is possible)

Campaign mode for EPIC longer games to accomodate the othewr spectrum of games (LONG EPIC QUESTS in the galaxy)

And in a minor way:
More aliens
More of the same (new weapons, new cards and so on if you get new aliens in play)

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Brendan Riley
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Exciting!
 
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Björn
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1 6 Players - check
2 more Aliens - check
3 more cards - check

You've already mentioned all I'm looking for in this expansion. I thought about something like random stellar events, but that would change the game too much. Maybe you can do something a bit different if you should release a second expansion sometime in the future. It's better to just expand the existing game at this point.
And I agree, more variety in traps and stuff like that would be awsome.
 
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Johnny W
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An alien known as a human being.

Maybe, a simple die mechanic, say, d6 with a star on one face. When a player moves from location to location they roll the die and if the face shows up they get pulled into a dimension outside of time and space. This results in a mini-event.

I'd like the option to include weird galactic events that offers crazy story lines. More spice then anything, but still fun. Solar Angels. Celestial Eyes. Temporal Stutters. Improbability and scale accountability.

Mutations!

An optional game play, in which the location a player is on can effect adjacent planets. A wrinkle in the force, if you go here then this might happen there.

I'd like an optional mechanic that would allow an agent to stress himself, by pushing against his limits to slightly bend the game, in return this stress could burn him out.

Since the game has trans dimensional aliens seeking to stamp their being, like celestial dna on the next universe the game ought to push the whole, this is not how humans understand things.
 
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Gregory Auld
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I think it'd be interesting to have some form of neutral faction(s) (like Raiders, Merchants, or Galactic Government Envoys) that moved around the board on their own and somehow effected gameplay wherever they were.

Raiders could impeded movement or act as a roving base that you must engage when you move into your space and they could steal a card from you at random when they win.

Merchants could let you trade with a special envelope that signified their stock or with the cosmic pool even while away from your home world.

Galactic Government Envoys could restock planets they visit with random cards from the Void or impede attacking in whatever zone they are in. I wouldn't want someone with the Ovoid to be able to turtle under them though so the defender would probably have to be "taxed" a card in some way whenever combat against them was obstructed.
 
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Gregory Auld
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Darklaw90 wrote:

Campaign mode for EPIC longer games to accomodate the other spectrum of games (LONG EPIC QUESTS in the galaxy)


This could be fun. Instead of a single Ovoid card, there could be various that make up the parts of the Ovoid that everyone is trying to construct. The game could be broken up into searches for the individual pieces with more and more becoming present in the game as it goes on until someone puts together a proper combination.
 
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Asaf Hamtzany
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More items, more planets, more flip cards (like traps), more aliens.

I'd really love to decrease the odds of someone starting with the Ovoid (right now it is more likely that someone will start with it than that it'll be on one of the other planets). This requirement will probably be addressed by the addition of more planets and/or more cards.
At any case I'd like to have a bigger universe to play with (more planets) not just more HomeWorlds (have 20 planets instead of 10).

I think it might be a good idea to decrease the importance and amount of combat a little bit and add more to the search, misdirection and clever traps parts of the game.

So making harder to find the Ovoid, encouraging players to hide it somewhere, allowing players to better mislead others about where they hid the ovoid, making players need special equipment a bit more (like how right now I might know the Ovoid is on a certain planet but I need to go get a key or envio gear before I can go get it).

I think the "problem" I'm trying to solve is that right now I feel that the game turns pretty quickly to a constant fight-the-player-with-the-ovoid situation.

With more flip cards available it might be worth considering to allow double and triple protections on a planet (The ovoid is behind a vault protected by a trap protected by a base, if I'm using the things we know).

More specific ideas:
- Scrying mist (flip card): prevent a planet from being scryed.

- Portal gun: Allow the player to place one of 2 portal tokens in its location. The tokens allow moving between locations for 1 action point. (Even if there is more than one portal gun in the game there should only be 2 portal tokens!)

- Replicating mines (single-use): Use when between planets to place a minefield on that connection point. It is now impossible to cross that point (like how asteroids block a point).

- Mine repeller: allows the player to pass through a mine field.

- Probability scrambler (Costs an action): choose a player in the same location as you or an adjacent one, take a random card from his hand in exchange for a card from your hand (of your choice).

- Planetary entangler (single-use): Take all the not flip cards from two planets of your choice, shuffle them and randomly put half back to each planet envelope. Cannot be used on a planet with an active (flipped) observing appendex

- Observing appendex (flip card): protects against Planetary entangler.

- Toxic fog trap (flip card): All players must have their enviro gear to access this planet.

- Digestive spray (combat card): If the target player doesn't have enviro gear, choose 1 random card from their hand and send it to the void. (Need to think what to do if it happens to be the Ovoid).

I'll stop now because this is probably useless anyway since this is not what you asked for and I'm just getting carried away
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Ryan Kinney
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Zulma, Moyna, and Jrlb? laugh

But seriously, something that makes your home planet more of an advantage for you.

Vehicles.
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Joey V

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keep them coming!
I will do a comprehensive response to all of you when I return from Board Game Geek Con - I'm on the road now. These are all great ideas, and in fact some of them are already ideas I've kicked around and playtested. And of course many of them are strange and exciting suggestions. I will try to credit the original designers if we end up using specific ideas and wording for cards.

If any of you will be at Board Game Geek Con, please come say hi.

Joey
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Asaf Hamtzany
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I'll be happy to give more card ideas if there's a chance that they'll be used
 
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More additional planet tiles!

Galactic Casino!: A gate which let you roll a 5-sided die which has a different planet on every side and you get teleported to that planet!
(5-sided die is just for example)

Martian Library:
In the beginning of the game put eight cards in this planet's envelope instead of 4.


More cards!

Inivisibility gear (Cloak of invisibility)
It costs one action to equip and you can remove your miniature from the gameboard and for your next 2 turns you have to write down your postition on a movement sheet (For inspiration on how to develop this, you can take a look at Specter Ops) at the end of your second turn you place your miniature again on the gameboard.
Other players may spend an action point to "Try fighting him invisibly", and if they are in fact on the same star/planet where the alien is trying to fight him, combat occurs!
+ another card who let's you see the movement sheet of an invisible player.

The Four Elements of the Galaxy
Four amulets (for example) which activate if you have all of them in your hand which would result in letting you hyperspace for free on all your next turns.

Spybot
https://boardgamegeek.com/thread/1385865/spybot
----

More cards which let you interact with other players. For example:

Cosmic Trade:
Exchange two cards from your hand with two random cards from an opponent, you don't even have to be on the same planet.

Teleportation experiment:
Switch places with another alien.

Galactic reconstruction:
Switch two planets.

Morph:
Switch races with another alien race. (You do not switch hypertokens and you must be on the same planet.)

More Flip Cards +1
 
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Asaf Hamtzany
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Don't forget to have a counter to every card.
To make counters a worthy thing to carry it might be better to have 1 counter card cancel several effect (otherwise carrying a very specific counter for the off chance that someone might use some weird non combat card on you won't be worth the room it takes).
 
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jonathan cook
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More cards is the first thing I would want. As mentioned by others, cards that open up new possibilities would be very welcome. Different kinds of traps, ways to move around, and hide things would be great.

More planets and aliens would be nice, but more card variety is far and away the thing I want most.

Thanks for making an awesome game and for the continued development.
 
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UAF1 wrote:
I think it might be a good idea to decrease the importance and amount of combat a little bit and add more to the search, misdirection and clever traps parts of the game.


This

UAF1 wrote:
I think the "problem" I'm trying to solve is that right now I feel that the game turns pretty quickly to a constant fight-the-player-with-the-ovoid situation.


The last 20 clicks seem to be all about being strong enough to take the ovoid and keep it until the end or until you can use the temporal displacer. I always try to play the misdirection game because that's the most fun part IMHO but every game I've played was decided by combat. If there's more planets to explore combat may automatically get less important.

UAF1 wrote:
More specific ideas:
- Scrying mist (flip card): prevent a planet from being scryed.

- Portal gun: Allow the player to place one of 2 portal tokens in its location. The tokens allow moving between locations for 1 action point. (Even if there is more than one portal gun in the game there should only be 2 portal tokens!)

- Replicating mines (single-use): Use when between planets to place a minefield on that connection point. It is now impossible to cross that point (like how asteroids block a point).

- Mine repeller: allows the player to pass through a mine field.

- Toxic fog trap (flip card): All players must have their enviro gear to access this planet.

- Digestive spray (combat card): If the target player doesn't have enviro gear, choose 1 random card from their hand and send it to the void. (Need to think what to do if it happens to be the Ovoid).


These sound awesome. I think these would fit the game quite well (it should be allowed to use enviro gear under the Toxic Fog Trap to prevent Vlachlos from having an easy guaranteed win). What I would like to see:

- More misdirection/trap cards and (a lot) more flip cards.

- Cards that counter a weapon and have some additional use.

- Support for up to 8 players would be amazing, though I can see that becoming a bit too chaotic.

- Planets that aren't home planets and have some special features.

- Even more ridiculous aliens and outrageous names. And a guide on how to pronounce everything would be great

Card ideas:

- Neutrinal Transcriber [cost = 1 action]: Turn a card into a beam of neutrinos, placing it next to the void, face down. Someone with a Neutrinal Decoder can retrieve the card for one action.

- Neutrinal Decoder [cost = 1 action]: Retrieve a card encrypted by the Neutrinal Transcriber. You can only do this when you are under your hand limit.

- Vacuum Extractor [single use, cost = 1 action]: Gain a hyperspace token.

- [Flip Card] Gravitational Augmenter: After taking control of this planet your turn ends. (GR implies being in a strong gravitational field slows down time)

- Graviton Deflector: Cancels gravitational augmenter.

- [Flip Card] Interplanetary Customs: You can only take one card from this planet.

- Mass condenser: You can smuggle any number of cards past the interplanetary customs.

- [Flip Card] Stasis Invoker/Singularity Generator: No one can take control of this planet until your next turn (the player who sprung this trap)

- Antistatic Disperser/Divergence Extractor Cancel Stasis Invoker/Singularity Generator.


Keep up the awesome work, Joey!
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Joey V

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Alliance powers...
I'm swamped working on two commissioned games this month, but I'm beginning to isolate the card set for the Chaosmos expansion, and still working on building print and play sets for testers.

For those of you who have played alliance games like Dune, you are familiar with the concept of sharing powers with your ally. There's a Cosmic Concordia card in the expansion that creates alliances (similar to the Tag Team rules in the base game, but with various motivations to join and break alliances, and to shift them).

What types of Alliance powers would you like to see in Chaosmos? Both thematically and mechanically, it is much more interesting for alliance team-ups to MEAN something-- to create seemingly unstoppable combos. For example, Tertalje can teleport cards to envelopes. If his ally can do the same (probably only once per turn), then– instead of now having 2 aliens who can hide things– we now have created an interesting combo where the player who is partnered with Tertalje can now TRADE CARDS REMOTELY back and forth with him, as long as they both control an envelope!

Without spoiling the specific powers we have so far, I wanted to ask your opinions on what ally powers you would love to see, especially powers that reward teams for working together. What you would like to RECEIVE as a reward for partnering with particular aliens?

Here's some I might need help with:

- make weak non-combat characters good at punching

- make players who lose battles get a reward

- something involving the Cosmic Pool

- something that involves overcoming toxic planet issues (will be more valuable with the additional toxicity effects in the expansion)

- an alien whose verbal agreements are BINDING and cannot be broken while the alliance is happening (so if I make an agreement with that alien and they promise to leave a Key behind, I can safely be sure it will be there)



joey
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Lance Codarin
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easy: a way to regain hypertokens!
 
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Joey V

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Lance, there is already a way to get more hypertokens in the base game- use the Barren Planet and put the Hyper Ore Mine planet effect token on it. Controlling the Barren Planet is a free action and use the control marker to indicate control. You can use this system in any game, even if you aren't playing with other PETs (planet effect tokens).

There are other ways to get Hypertokens in the expansion, mostly through a special deck of upgrades that you can acquire.

-joey
 
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Here's some ideas:

Powers that would make sense to get for partnering with this alien:

Atturnuk: If you roll is lower than your opponent, you may re-roll one (or both?) of your dice.
Clokknid: You can access vaults without a key (but still need to announce them).
Drusu: You and Drusu can both scry each others hand for free (once per turn maybe), if both agree.
Gazmae: ???
Haamflaagon: You get a shared pool of 1 (or 2?) cards that you can both use, but you can not use advanced weapons anymore. (maybe limit it to non-combat cards and limit trading between the pool and your hand to your own turn. Of course people can take spoils from these cards as well).
Haghouhen: You can spend [1] to travel to each other's home planets.
Neeksi: You can both trade single use cards with the void (so you can basically trade remotely through the void).
Terjalje: I have nothing to add.
Vlachos: ???
Vroon: If Vroon doesn't use his special ability, you get to use it on your next turn.

Other ideas:

- When teaming up with your 'nemesis' (the alien from your toxic planet) you can go to your toxic planet without enviro gear.
- After losing a battle you may travel to your ally ('s home planet)/you get a hypertoken/you get an extra action next turn/you may move up to two spaces for free.
- When teamed up you may trade with the cosmic pool on your allies home planet.
- When you and your ally are on the same planet you don't need enviro gear.
- You can use the smuggler bunny to trade a card with your ally.
- When you trade with the cosmic pool, your ally may choose to trade as well.
- Your ally may play combat cards instead of you.
- If you are being attacked, you and your ally may swap places (for one hypertoken), your ally is then attacked instead.

I will try to think up some better ideas that fit thematically as well.
 
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Joey V

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Fluxquark, not only are these fantastic ideas, but several of them are almost word for word the same powers from my latest prototype build! Our design senses are aligned. And several are ideas I like that I never thought of, like using cosmic pool from ally's home world. This is cool because it encourages 11th hour opportunities and betrayals. I have my work cut out for me in playtest town! Thanks!

as I mentioned to the rest of you, I am working (slowly) to build print and play test kits for you.

joey
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That's great to hear! It's really cool to contribute to what will almost certainly become my all-time favourite game. I would love to playtest and provide feedback!

Will you include a mechanism that makes sure the player with the Ovoid does not betray his/her teammate on the last turn? This won't be as much of a problem with a regular gaming group, but when people play this for the first time and will probably not play a lot more I can see a lot of them doing this.

Edit: Lol I misread, there's cards that are used to form and break alliances. That makes a lot more sense.

I had another idea for rewarding players that lose which can dynamically balance the game and maybe even forces stronger players to not attack someone unless there's a good reason to.
- "Loser Tokens". When someone loses a battle and neither player owns loser tokens, the loser takes a loser token. When the victor owns one or more loser tokens, he gives one to the loser after the battle. When the loser is the only one with loser tokens, nothing happens (to limit the amount of loser tokens coming into play). Each loser token you own (or each two) increases your hand limit by 1. If you lose loser tokens after a battle and this puts you over your hand limit, send one card to the void (the Ovoid goes to the cosmic pool).
 
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Asaf Hamtzany
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Another idea that I think could be interesting is a few counter-counter-cards.

Examples:

Signal Jammer-Jammer (single use) - Can be used by anyone, any time a player tries to use the signal Jammer, cancelling the Signal Jammer's effect. (Can be used outside of turn to affect a player anywhere on the board).

Ion shield collapser (Combat card) - disable the enemy's Ion shield.

Imp Adrenaline (single use combat card) - cancels Imp Immunity.

Some other card ideas:

Sneakentacle (single use) - When a victor of a fight takes spoils up to two spaces from you, use this card to take the spoils to yourself. (Need to decide if the winner will still give a card to the loser as if he did take the spoils).

Unresistable spoils - This card must be chosen as spoils.

Emergency Jettison (single use) - If you lost a fight and the winner want spoils you can use this card to select 3 cards from your hand and add 1 to each neighboring planet (not the planet you are on). This is done before the winner see your hand and take spoils.

Vaccum Scooper - Prevents the cards selected by Emergency Jettison from being sent to other planets, instead allowing the user to collect them all. Must be used in the same location as the looser, but can be used by a player that did not participate in the battle.

Combat Scry (Costs an action) - you and a selected player must throw the combat dice. If you fight this turn you will use those results instead of throwing the dice again. Any re-roll powers (such as Atturnuk's) can be used NOW to set the final result. Other powers and cards will be used during the actual battle, should that happen, as usual.

Predestinator (Single use, costs an action) - According to turn order, all other players must reveal what is the first thing they'll do in their next turn. This action must be possible according to the current status of the game (cards in their hands, player locations, etc).
Any action/event/card that will prevent this future from happening is NOT allowed.
Example: Bob, Betty and Bart are playing Chaosmos. Bob uses the Predestinator. Betty says she'll use a certain card in her hand. Bart, who is on the same location as Betty, says the first thing he'll do is attack her. Therefore:
Bob can attack Betty, but should he win he won't be able to take the card she mentioned as spoils AND Betty must end her turn in the same location as Bart so that he'll attack her at the start of his turn.
(I know this card is complicated, but I think its pretty cool...)

Adoraleech - If you can take this card into your hand, then you MUST take this card into your hand (If found on planet then you must take it, and if you are looking at an opponent hand to take spoils then you must take it).

Adorability vaccination (single use) - Use it to ignore the effect of an Adoraleech, allowing you to avoid taking it from a planet, to put it into a planet envelope, or to avoid taking it as spoils.

Reality bubble (Single use) - The player who have this card in their hand can use it to have 1 more turn after the Chaos Clock reached 0.

Cruel trap (Flip card, Single use) - When activated will send 1 random card from the planet to the planet toxic to the player who triggered the trap.

Teleportation Rebouncer - Use whenever applicable (including outside of your turn) to prevent a card or another player from teleporting away from your location. (Will prevent hyperspacing away, the effect of a Cruel trap, etc. Will not protect the user from being teleported away himself by traps or loosing a battle).

Universal rejuvenator (Single use, costs an action) - Until your next turn the play order is reversed and the Chaos Clock is ADDED one tick at the end of each player turn.

Planetary sac (Flip card) - To pass it the player must use enough combat cards to achieve +4 or more.
 
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Joey V

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UAF1 wrote:
Another idea that I think could be interesting is a few counter-counter-cards.

Examples:

Signal Jammer-Jammer (single use) - Can be used by anyone, any time a player tries to use the signal Jammer, cancelling the Signal Jammer's effect. (Can be used outside of turn to affect a player anywhere on the board).

Ion shield collapser (Combat card) - disable the enemy's Ion shield.

Imp Adrenaline (single use combat card) - cancels Imp Immunity.

Some other card ideas:

Sneakentacle (single use) - When a victor of a fight takes spoils up to two spaces from you, use this card to take the spoils to yourself. (Need to decide if the winner will still give a card to the loser as if he did take the spoils).

Unresistable spoils - This card must be chosen as spoils.

Emergency Jettison (single use) - If you lost a fight and the winner want spoils you can use this card to select 3 cards from your hand and add 1 to each neighboring planet (not the planet you are on). This is done before the winner see your hand and take spoils.

Vaccum Scooper - Prevents the cards selected by Emergency Jettison from being sent to other planets, instead allowing the user to collect them all. Must be used in the same location as the looser, but can be used by a player that did not participate in the battle.

Combat Scry (Costs an action) - you and a selected player must throw the combat dice. If you fight this turn you will use those results instead of throwing the dice again. Any re-roll powers (such as Atturnuk's) can be used NOW to set the final result. Other powers and cards will be used during the actual battle, should that happen, as usual.

Predestinator (Single use, costs an action) - According to turn order, all other players must reveal what is the first thing they'll do in their next turn. This action must be possible according to the current status of the game (cards in their hands, player locations, etc).
Any action/event/card that will prevent this future from happening is NOT allowed.
Example: Bob, Betty and Bart are playing Chaosmos. Bob uses the Predestinator. Betty says she'll use a certain card in her hand. Bart, who is on the same location as Betty, says the first thing he'll do is attack her. Therefore:
Bob can attack Betty, but should he win he won't be able to take the card she mentioned as spoils AND Betty must end her turn in the same location as Bart so that he'll attack her at the start of his turn.
(I know this card is complicated, but I think its pretty cool...)

Adoraleech - If you can take this card into your hand, then you MUST take this card into your hand (If found on planet then you must take it, and if you are looking at an opponent hand to take spoils then you must take it).

Adorability vaccination (single use) - Use it to ignore the effect of an Adoraleech, allowing you to avoid taking it from a planet, to put it into a planet envelope, or to avoid taking it as spoils.

Reality bubble (Single use) - The player who have this card in their hand can use it to have 1 more turn after the Chaos Clock reached 0.

Cruel trap (Flip card, Single use) - When activated will send 1 random card from the planet to the planet toxic to the player who triggered the trap.

Teleportation Rebouncer - Use whenever applicable (including outside of your turn) to prevent a card or another player from teleporting away from your location. (Will prevent hyperspacing away, the effect of a Cruel trap, etc. Will not protect the user from being teleported away himself by traps or loosing a battle).

Universal rejuvenator (Single use, costs an action) - Until your next turn the play order is reversed and the Chaos Clock is ADDED one tick at the end of each player turn.

Planetary sac (Flip card) - To pass it the player must use enough combat cards to achieve +4 or more.


These are great LOL!

ten years ago, in a previous iteration of this game, there WAS a card that must be taken as spoils. It was called RODNEY and it was the most annoying card in the history of gaming. It was the opposite of the Ovoid, and NO ONE wanted it. But it became the focus of hilarious hours long sessions of passing the horrible hot potato back and forth. Cataleptic Fog is the result-- still basically overpowered, but single use only. You admit defeat in the battle but they end up not getting a card (although they still get the envelope).

joey
 
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Gregory Auld
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What if RODNEY was the way to regain HyperSpace Tokens that everyone keeps asking for. You must take RODNEY when you can, but the player who takes (or maybe loses) RODNEY gets a Hyperspace token when it happens. That would make it an interesting double edged sword.
 
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Asaf Hamtzany
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cannibalkid wrote:

These are great LOL!

ten years ago, in a previous iteration of this game, there WAS a card that must be taken as spoils. It was called RODNEY and it was the most annoying card in the history of gaming. It was the opposite of the Ovoid, and NO ONE wanted it. But it became the focus of hilarious hours long sessions of passing the horrible hot potato back and forth. Cataleptic Fog is the result-- still basically overpowered, but single use only. You admit defeat in the battle but they end up not getting a card (although they still get the envelope).

joey


Thanks!

I still feel that combat is too strong in the game, and the most incentive to take cards is combat cards. I had a 3 players game yesterday where the winning player started with a lot of powerful combat cards and counter cards in his planet (And in 3 players game each planet have 12 cards!). He took many to his hand and protected the rest with a planetary base.
I was Atturnuk, with 3 spores and 1 Ion grenade and failed to defeat him in our first battle. In all other battles I fared even worse!

Cataleptic Fog is a nice concept but as a 1 use combat card it simply isn't enough...

So here are some more ideas, they aim to make weapons a less attractive/effective card choice in the game:

Battle Repellent (Combat Card) - You can only use it if you are the defending player in a fight. The fight ends with a tie. This card is cancelled if the enemy player have his environment gear.

Sticky Finger (Single use, Costs an action) - Take spoils from a player in the same location as you, skipping combat.

Organic Repulser (Single use) - Use when a player reaches the same location as you (Not during your turn). Immediately move to an adjacent location.

Advance Weapon Nullifier (Combat card) - Cancels all advance weapons in this battle (On both sides).

Pacifist Goo (Combat card, Single use) - At the end of this battle, all advance combat cards used (by both sides) are sent to the void (They still do damage for this battle)

Redirecting fly (Single use) - Use whenever a player send a card from once location to another (Including Sneakentacle). That card is sent to your Homeworld instead.

HyperCharge (Single use) - Gain 2 Hyperspace tokens

Cosmic Capsid (Single use, costs an action, Can't use if clock is below 10) - Remove yourself from the playing board until your next turn. In your next turn you may return to any location. You cannot be interacted with while not on the board.

Dominance Projector - Taking planet envelope is a free action.

Chronic Coupler (Single use) - Use on another player in the same location as you. Until your next turn you will follow his every (normal) movement.
 
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