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Vast: The Crystal Caverns» Forums » Variants

Subject: Variant Goblins rss

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Patrick Leder
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Variant Goblins
Trick or Treat everyone!

This is a WIP and has never been tested. In fact I came up with the whole thing this morning. The rules are different where noted. Feel free to ask questions and I will flesh it out as I test if I find the time. These rules have their roots in the design of the Orcs so testing it give me some information about the Orcs.

Synopsis:
Drop the Rage mechanic. Instead now the Goblins maintain a state of supply based on the number of Goblins in play. Overpopulation still causes a Tribe to Scatter.

New Terms
Stock - All of the Green Goblin Tokens not in play as well as plundered Treasures are stored together in the Goblin’s Stock.

Stock War Cards
0-3 0 War Cards
4-7 1 War Card
8-11 2 War Cards
12+ 3 War Cards

Thus as the Tribes grow the Stock will fall and the Goblins will gain less War Cards. As the Goblins lose population they will gain more War Cards in later turns.

Turn Flow
Special: Before War Cards are drawn you may Scatter any or all Tribes. Those Tribes will still get their action this turn. Voluntarily scattered Tribes must still lose 2 Goblins but you may choose to lose more.

War Cards - Gain as many War Cards as your Stock allows. Gained War cards go into a stack in front of you called the War Stock. Unused cards stay in the stock between turns.

You must then flip over the top card of your War Stock. You may choose to discard it and flip over the next card and so on as long as you have War cards. Once you have settled on a card resolve as in the current game. You must flip a card if there is one but if you have 0 cards to flip you just don’t gain Goblins this turn.

Malaise - If you ever have 0 War cards in front of you all of your Tribes fight at -1 Strength.

Actions -
All of the Actions are the same with the following exceptions.

Attack - Each time you attack you lose a War Card from your War Stock or a Treasure from your Stock. You cannot attack if you can pay neither.

Plunder - Move the Treasure to the Store. In now counts as another population raising your Stock.

Other Things
Scatter - Scatter still loses 2 population. When you voluntarily Scatter you may choose to lose more population. You also lose half the Treasures in your Stock if a Tribe is reduced to 0 population.

Claw Tribe’s Special action lets you draw a War Card and place it in the War Stock.

Redesigned Cards
War Cards:
Cards that provide Rage instead let you move a Treasure from the Cave’s supply and place it in the Stock. If there are no Treasures in the Cave’s supply remove one from the board. If there are none there then you get nothing.

The War Deck no longer needs to be shuffled each turn. Discards just go in a pile and when the deck is out you can shuffle it.

Other Roles
Rage - Ignore all references to Rage for attacking or being attacked by the Goblins. Their population ebbing and flowing is good enough now.

Edit Note - This moves Hiss from pretty powerful to stupid powerful.

Cave - Always start the game with 12 Treasures despite if the Thief is in the game.

Thief - The Thief can pickpocket any Tribe to remove a Treasure from the Stock once the Goblins have 3 or more Treasures in the Stock. Killing the Thief gains you as many War cards for your Stock as his Loot Drop.

Notes
This system will boost the Goblins and weaken the Cave a little as plunder is far more useful. On the other hand it gives the Goblins more to do, to build towards the end game.

Here is a reasonable attempt to make a UI:
https://drive.google.com/drive/u/0/folders/0B8xlQYyEm7zMM2Jz...
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B C Z
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GreenM wrote:

Edit Note - This moves Hiss from pretty powerful to stupid powerful.


Any way to change that?

Hiss is already the bane of the Goblins since it lets the Dragon nuke the Goblins from anywhere on the board. Combined with the "only action a hidden tribe can take is to become unhidden" and you have many Goblin turns that are nothing more than stocking the Dragon all-you-can-eat buffet by revealing.
 
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Patrick Leder
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It would be hard to change now, particularly with out some testing, but if we find something in testing I wouldn't be sad if people house ruled it. This discussion could bear fruit for the Frost Dragon too.

Here is the current text.
Claw - Claw : Hiss
Force a Goblin Tribe anywhere on the map to become hidden and lose 1 Population. You eat 1 Goblin.

So Hiss is currently.
2 Claws (-)
Forces a Tribe on the board into hiding (+)
Removes a Goblin (/)
The Goblin is consumed (+)
It does all of this at any range (++)

I put plus and minus behind things but removing one Goblin is a weird thing since the Goblin player wants tribes off board to be weak right?

So lets knock out one of the conditions and see how the powers reads.

Hiss-Mark1
Claw - Claw - Claw
Force a Goblin Tribe anywhere on the map to become hidden and lose 1 Population. You eat 1 Goblin.
Note: Probably right. Makes the odds of doing 2 in a turn extremely low.

Hiss-Mark2
Claw - Claw
Force a Goblin Tribe anywhere on the map to lose 1 Population. You eat 1 Goblin.
Note: Pretty toned down, could be useful if you just need that one Goblin when you it would help you move down to the next level of Spirit or Armor. Risky though as it gives the Goblins more breathing room when mustering.

Hiss-Mark3
Claw - Claw
Force a Goblin Tribe anywhere on the map to become hidden.
Note: This could actually be more powerful. Without losing a Goblin the Tribe is more likely to overpopulate.

Hiss-Mark4
Claw - Claw
Force a Goblin Tribe anywhere on the map to become hidden and lose 1 Population.
Note: This is slightly. Now the advantage is shifted to the Goblins. All of these powers would provide 1 Rage so this now provides 1 Rage at the cost of 1 Goblin.

Hiss-Mark5 -- Remove the range component.
Claw - Claw
Affect all surrounding spaces.
All Goblin Tribes scatter, and you eat Goblins equal to their scattered Population. You may move the Knight by 1 space. The Thief is killed.

I like 1 and 5. Does anyone want to play 5 games to test each of these?
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Kyle
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High Frontier PBF #17 - Failing spaceward!
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We must move forward, not backward, upward, not forward, and always twirling, twirling, twirling towards freedom!
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I like number 1. The cost feels like it might a little too steep for what the Dragon gets out of it, but it's less of an easy anti-goblin move.


Hiss-Mark6
Claw - Claw
Force a visible Goblin Tribe to become hidden and lose 1 Population. You eat 1 Goblin.

Keeps the cost and effect the same as the current version, but limits the range without removing it entirely.
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B C Z
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Other things to add to the assessment of hiss:
1/2 a Hunger Cube (+)
Dragon gets to choose target tribe (++)

I also wouldn't necessarily say that the Gobos removing a Goblin is a good thing. If the tribe just deployed, that's all it did. The player is relying on an unknown War Card to increase that tribe's strength on the board during their next turn (when they can actually act).

Forcing a Tribe into hiding is a full delay of a turn for that tribe. The Gobos are already slow to get onto the board. A hiss and an attack can remove all deployed Goblins, preventing them from doing anything for another full turn... Except restocking the Dragon's Goblin buffet.

Have you ever considered having the Goblins decide who gets targetted, instead of the Dragon?

Or let the Goblins decide: Hide *or* lose one due to being eaten.

Right now our Goblin Players complain a bit that too many of their turns are: Become Unhidden - okay, I'm done.
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AJ Harris
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What if it were to force EVERY revealed tribe to lose one Goblin. You eat 1 of those Goblins.

This makes it feel powerful and gives the dragon another goblin to eat, but doesn't necessarily kick them off the board (which is the more annoying thing).
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