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Subject: Custom Lair - The Players Club (with Card Art) rss

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Hello, again!

I present to you the 5th and final custom environment deck designed to fit into my Night Shield expansion, which includes 5 heroes, 5 villains and 5 environments.

The Players Club is a casino and speakeasy secreted away in a back alley of the city. Run by the city's most deadly organized crime family, many nefarious villains frequent the joint, gambling away ill-gotten gains from their latest heist or blackmailing scheme. This environment introduces a unique ‘Push Your Luck’ mechanic where each card flip requires players to predict the color of the poker chip found on the next environment card. Correct predictions provide hero buffs, while incorrect ones punish the players. Heroes can chain together multiple correct flips, but just remember that the house always wins!

This environment acts as any other environment deck, although it serves specifically as the lair for my custom villain Don Sparkoni. These two decks share a common poker chip icon with + or – symbols that will magnify the effects of cards from both decks. This is designed to increase the challenge of Don Sparkoni, but will have no effect if used with other villains. To indicate a lair synergy, you will find green-ringed icons on the set up cards for all of my custom villains and environments. These icons are identical in purpose to the nemesis icons found on villain and hero decks.

This deck is still being playtested, but I'm posting it here for your feedback. If you have any thoughts or suggestions, I'd appreciate any feedback to improve The Players Club. You can find the complete pdf file of the deck on my google drive: https://drive.google.com/open?id=0BygBoX3Z9iH1Q3ZCUkhuYjB6V1...

In the meantime, here are some teaser pics (a full card outline is below):






Deck Outline:

Scenario
Your team has managed to uncover the location of the city’s most notorious criminal hangout… the Players Club. Run by the most powerful underworld crime syndicate, this casino and speakeasy has avoided a raid by the police for years through bribes and intimidation. That ends tonight.

You tighten your glove, then knock on the heavy steel door armed with the night’s password. You don’t know exactly how many criminals are inside, but you’re certain at least one of them is the world’s most wanted villain. With a little luck, you’ll be able to bring them to justice without any innocents getting hurt.


Set Up
All non-target environment cards have the following text: ‘At the start of the environment turn, destroy this card’.

These cards also have either a red or black poker chip with a value from 1 to 3 pips (+ and - symbols). These chips are used for the push your luck mechanic and are referenced by multiple cards’ text. They also synergize with Don Sparkoni’s villain deck should you choose to fight him.


Gameplay
Each time an environment card enters play, players must guess whether it has a black or red chip. If they're right, the green text (green $) is active on that card. If they're wrong, the bust text (red $) is active.

Push Your Luck!: When players correctly guess the chip color of an environment card that enters play, they may push their luck and opt to reveal another environment card, guessing its poker chip color. If correct again, repeat the first card’s jackpot text. Then, destroy the second card without its text taking effect. However, If the guess is incorrect, the first card's bust text immediately takes effect. Then, put the second card into play and its bust text also takes effect. Players may push their luck up to (H) cards correct in a row, but once they bust their streak ends.


Advanced Gameplay
Whenever an environment card’s bust text (red $) is activated, all players must discard their hands and draw 4 new cards.


Environment Cards
Title (HP)
Poker Chip color / value
Keyword
Bust Text
Jackpot Text
Count


Environment Deck (15 cards)


3 Friend of Ours cards (these do not have poker chip icons and only regular text)

Pit Boss (5 HP)
When this card is revealed, destroy the current push your luck streak, if any.
While this card is in play, players may not push their luck and bust text automatically activates on environment cards that enter play.
1

Bartender (4 HP)
When this card is revealed, destroy the current push your luck streak, if any.
Reduce damage dealt to all ‘Friend of Ours’ cards by 1.
1

Dealer (3 HP)
When this card is revealed, destroy the current push your luck streak, if any.
While this card is in play, environment cards are revealed and played from the bottom of the deck.
1

3 Location Cards

‘Back Room’
BLACK - - -
Location
(B) This card deals the hero target with the lowest HP takes 2 melee damage.
(JP) When this card enters play, a hero may regain 1 HP
1

The Pier
BLACK - -
Location
(B) The player with the most cards in hand must move X cards from their hand to the bottom of their deck where X = the number of black chips in play.
(JP) When this card enters play, a player may discard X cards to return an incapacitated hero to play with X HP and 4 cards.
1

7 Gamble Cards

Rook City Roulette
RED +++
Gamble
(B) Play the top card of the environment deck. If that card has a value of 3, the hero target with the lowest HP takes 3 projectile damage.
(JP) When this card enters play, reveal the top environment card. Return it to either the top or bottom of the deck.
1

Shootin’ Craps
RED ++
Gamble
(B) Reveal the top 2 cards of the environment deck. If their sum is greater or less than 4, all hero targets take 2 projectile damage each. Shuffle the revealed cards back into the deck.
(JP) One player may use a power now.
1

Megalopolis Hold ‘Em
RED +
Gamble
(B) Place the top 2 cards of the environment deck face down in the play area. Each player bets 1 to (H) of their HP that the cards' sum will be greater than the sum of red chips in play after the reveal. Shuffle the revealed cards back into the deck.
(JP) One player may draw a card now.
1

All On Black
BLACK - - -
Gamble
(B) Reveal the top 2 cards of the environment deck. For every red card revealed, play the top card of the villain deck. Shuffle the revealed cards back into the environment deck.
(JP) One player may increase their next damage dealt by 3.
1

All On Red
RED +++
Gamble
(B) Reveal the top 2 cards of the environment deck. This card then deals a hero melee damage = to the number of black chips revealed. Shuffle the revealed cards back into the deck.
(JP) One player may reveal the top 3 cards of their deck and return them in any order.
1

Cashing In
RED ++
Gamble
(B) Destroy (H) minus 1 non-character hero cards.
(JP) All players may place the top card from their trash into their hand now.
1

Raising the Stakes
BLACK - -
Gamble
(B) This card does not self-destruct. At the start of each turn, increase all damage dealt by 1. A player may skip their turn to prevent a damage increase. Destroy this card when each player has skipped their turn at least once.
(JP) A player may draw or play a card now.
1

VIP Lounge
BLACK -
Location
(B) While this card is in play, reduce all damage dealt by 1 + X where X = the chip value of a 'Gamble' card in play.
(JP) When this card enters play, destroy a red chip environment card. Return one villain card to the top of the the villain deck.
1


2 Un-keyed Cards


All In The Family
BLACK - -
(B) At the end of the environment turn, all 'Friend of Ours' regain 1 HP per red chip in play.
(JP) Reduce a villain target's next damage by one.
1

The Players Club, Baby!
BLACK -
(B) Reveal cards from the environment deck until a ‘Location’ is revealed. Put that card into play without a luck push. Shuffle the revealed cards back into the deck.
(JP) One player may trade a card in their hand for one in their trash now.
1

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Take Walker
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I can't see too many cases where pushing your luck would be a better idea than not, but the guessing mechanic makes this feel pretty cool. (And gives me an idea for an environment I've been wracking my brain over...) I think this might be my favorite of the environment lairs you've made. I even like that advanced mechanic! (Though advanced settings, saints preserve us!)
 
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Thanks for the reply.

I was thinking the push your luck would be an option players would take on occasion where the buff is something they could leverage. Say near the end of game and you need to do another X damage to destroy a villain and you can't quite muster enough to do the job before he destroys you. But lo and behold if you can push your luck on that dmg boost environment card that just appeared you'll be able to get the job done.

Anyway, I wanted the buffs to be solid but not OP. But stacking them could be drive them high enough to risk it. Also, wanted the deck to be pretty straight forward. You can play it straight up or use the push your luck if you want. Regardless, I need some more play testing to figure how the numbers will work against numerous villains and with hero teams.

Thanks again for the feedback. I'm glad it's giving you some inspiration for your own environment.

 
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Take Walker
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End of the game is when I see pushing your luck might pay off the most, especially if you have a chance to bring back multiple incapped heroes.
 
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Michael Hunter
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Hi Dsmail - very interesting deck and really gets the gambling feel across! I like Pushing your Luck, there are a few cards that have strong enough Jackpots you're really encouraged to roll the dice, although some of the Bust's are pretty catastrophic.

A few questions... With Pit Boss, when he is in play does the "only bust text is available" mean that even if we guess right A:The environment more or less does nothing or B:That we automatically get the Bust no matter what we revealed?

More generally, what happens when I Push My Luck and the next card is a Friend of Ours that doesn't have any text? I'm assuming neither Bust nor Jackpot, but can I keep Pushing my luck or... what?

Not quite sure what the Jackpot effect of Shootin' Craps ("(JP) > the sum of red chips in play after the reveal. Shuffle the cards back into the deck after they are revealed.") is?

Unclear on the value of Back Room's Jackpot - don't all the cards only last a turn anyway (except Raising the stakes, which is black and the targets, which have no chip). The only way it seems you can get more than one in play at a time is from going Bust - but then you're not triggering the Jackpot anyway to destroy them.

If I understand it correctly, Rook City Roulette seems to involve almost no luck - if I get the Jackpot then I get to look at the next card, so I can push my luck knowing exactly what it's going to be. And then I get to trigger the Rook City's Roulette Jackpot, so I get the look at the top card of the deck and can push my luck again, and so on till H? Is that right?

Really cool ideas here, look forward to seeing how it develops!
 
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Don't know why but the posting keeps eating a portion of the Gamble card section and that's why the shootin craps text is confusing. It's because it's merging with another card that keeps disappearing: Megalopolis Hold 'Em. The actual cards are as follows (hopefully, this works... I think it was the bracket symbols):

Update: FIXT
 
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Adelphophage wrote:
Hi Dsmail - very interesting deck and really gets the gambling feel across! I like Pushing your Luck, there are a few cards that have strong enough Jackpots you're really encouraged to roll the dice, although some of the Bust's are pretty catastrophic.

A few questions... With Pit Boss, when he is in play does the "only bust text is available" mean that even if we guess right A:The environment more or less does nothing or B:That we automatically get the Bust no matter what we revealed?

More generally, what happens when I Push My Luck and the next card is a Friend of Ours that doesn't have any text? I'm assuming neither Bust nor Jackpot, but can I keep Pushing my luck or... what?

Not quite sure what the Jackpot effect of Shootin' Craps ("(JP) > the sum of red chips in play after the reveal. Shuffle the cards back into the deck after they are revealed.") is?

Unclear on the value of Back Room's Jackpot - don't all the cards only last a turn anyway (except Raising the stakes, which is black and the targets, which have no chip). The only way it seems you can get more than one in play at a time is from going Bust - but then you're not triggering the Jackpot anyway to destroy them.

If I understand it correctly, Rook City Roulette seems to involve almost no luck - if I get the Jackpot then I get to look at the next card, so I can push my luck knowing exactly what it's going to be. And then I get to trigger the Rook City's Roulette Jackpot, so I get the look at the top card of the deck and can push my luck again, and so on till H? Is that right?

Really cool ideas here, look forward to seeing how it develops!


For Pit Boss... when he's in play, only Bust text is on the cards so even if the players predict correctly, you only get Bust. I'll reword the card so that's clear (i.e. he's really a bad draw and needs to be destroyed).

If you push your luck and Friend of Ours appears, they have no bust / jackpot text so there's no effect other than their card text. Because you weren't correct, you don't push again. You end with whatever you left off with. Although it would be interesting if you could keep pushing anyway... imagine hitting all 3 in a row! Ouch.

Back Room jackpot... usually there's just one card in play at a time, but with an incorrect push your luck, you could have another. Or there are other cards that force extra environment deck plays.

For Rook City Roulette, I'll probably change that card so the revealed cards are either destroyed or placed on the bottom of the deck. Otherwise, it'd be an endless loop of not much use.

 
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Michael Hunter
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If I understand correctly, it's true that Push your Luck could put lots of environment cards in play, but at that point you can't possibly get VIP Room's (don't know why I said Back room before) Jackpot to interact with it?

Say I start the environment turn, any old environment cards instantly get destroyed with the exception of Targets and Raising the Stakes (neither of which VIP Room can affect as they're not red, so ignoring them).

I play VIP Room, get the jackpot. Does nothing as there are no red cards, nor can there ever be as mentioned above. I'm never going to want to Push My Luck in order to get another shot of the Jackpot effect that does nothing, but I've been drinking before the game, so let's say I do anyway. I guess Red and reveal a Red card. Yay - another go at destroying a red card that there isn't. Then I push my luck still further and guess black and reveal another red card. Boo! The new red card comes down, does its bad thing. Boy, I'd sure like to get rid of that red card, but I can't because the only way to play another card during the environment turn is to get the Bust effect while pushing my luck, which necessarily means I can't get the Jackpot effect to dispel this annoying new card.

It is, I guess, true that if environment cards are being played at odd times due to villain or hero effects, I could bring down a VIP Room when there is a troublesome red card already in play, but given that the only cards that have an ongoing effect are VIP Rooms and Raising the Stakes (both of which are black) it wouldn't really even help anything then. I might destroy an "All on Red", for example, but it's already done its bad thing and is going away at the start of the environment turn anyway, so it doesn't really do me any good to destroy it slightly sooner.

I like the deck overall, but VIP Rooms Jackpot seems like a dud that will just confuse people. Or it's entirely possible I'm misunderstanding the mechanics, of course!
 
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You have the correct intent for VIP Lounge's jackpot text. It would help only in cases that a 2nd environment card was out for some other reason.

But the way you outline the scenario I can see where it's not going to be that useful, if ever.

I'll take a swing at it again. I'm tempted to allow it the chance to destroy an ongoing card, or send a villain card to the top of its deck or something non-environmental like that. That'd make it much more sweet to want to push your luck with.

Thanks for the feedback.
 
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I clarified the Friend of Ours cards so that players know when they are revealed, they kill the current streak. They themselves have no poker chip icon, so that's insta-stop for the streak.

Pit Boss was clarified so that players should realize that while he's in play, there are no luck pushes and any new environment card that enters play only has bust text which is automatic.

Dealer has new text that changes his trash shuffle into dealing from the bottom of the deck instead. This has the same intention as the original (he's a shifty cheatin dealer that debuffs deck manipulator heroes), but eliminates situations in which his power won't do much (shuffling the trash back into the deck first time he appears has the biggest effect... single card shuffles not so much).

I updated VIP Lounge so that its jackpot text allows heroes to move a villain card out of play temporarily. It is limited use (I can see targeting villain cards with nasty start of turn effects), so it's not game-breaking, but it's still better than the original, which essentially has no benefit.
 
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Seamus Butler
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Can I suggest putting together a master thread for the whole Night Shield expansion?

It makes it easier for people to find related decks when they go looking.
 
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