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Adrenaline» Forums » Variants

Subject: Additional Power Ups rss

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Tahsin Shamma
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To me it feels like the game is missing these Power Ups. These would be rare cards (maybe only 1 of each) in the deck...

Armor Vest (blue cube)
-Decreases any damage taken by one for the next three hits taken.

Haste (yellow cube)
-Move two spaces and grab stuff.

Health Pack (red cube)
-Remove the last two damage received.

Adrenaline Surge (grey [wild] cube)
-Use at the beginning of your turn. For the current turn, use the Final Frenzy side of your action tile.
 
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Paul Grogan
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Health packs are a really bad idea for many reasons.
First, getting hurt doesn't harm you in any way. Even when you die, you just come back.
And removing two of someone else's damage really screws with the scoring system and causes king making potentially.
This was talked about a number of times during development - it got suggested a lot

The others, try them out. Haste is not good, since most of the time, players have that action anyway.
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Tahsin Shamma
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PaulGrogan wrote:
Health packs are a really bad idea for many reasons.
First, getting hurt doesn't harm you in any way. Even when you die, you just come back.
And removing two of someone else's damage really screws with the scoring system and causes king making potentially.
This was talked about a number of times during development - it got suggested a lot

The others, try them out. Haste is not good, since most of the time, players have that action anyway.


What about armor or other defensive abilities? Any of these I should know to avoid?

EDIT: Oh, and for Haste, it's an additional 1 action, not necessarily just an upgrade to the existing action. I guess it could just say: Take 1 additional action.
 
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Chris Yi
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Just came across this forum. It's nice that the game only has 4 upgrades for teaching the game. But yes, some more variety could be cool.

Haste could be reworked as allowing players to grab, then move twice. Several times when that ability would be nice. Or to move, grab, move.

Adrenaline Surge sounds slightly overpowered. I imagine I'd be jealous of the ability or the wild cube and whoever drew it. Not to add too much complexity to it, but if there were a powerful ability like that, it could trigger every other player drawing one upgrade card as well. It would be like a sky-drop of upgrades for everyone.


Another upgrade could be "Explosive Rounds", where one projectile weapon can be upgraded to damage all opponents on a space.


Have you tried any of your ideas yet?

 
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Tahsin Shamma
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I haven't. The amount of similarity from play to play has made me sell the game. I just don't see enough replayability for me.
 
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Tobias F.
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The idea isn't bad. I think the main flaw of this game is its lack of interaction and dynamics. After my turn I could do something else. I have no influence on the game until it's my turn again.
This game screams for an expansion which fixes this issue. My suggestion would be to improve the Power Ups. But unlike you I would change them in a different way to get the chance to influence the game outside of my turns.

An example for a Power Up card would be: "Missed!" - your opponent missed you. You suffer no damage.
Another option could be "Strike back!" - fire back immediately (works only when the opponent is in the line of sight and at least one weapon is loaded)
Or: "Trap" - when an opponent enters your room and is in the line of sight you could perform an attack action immediately. You can interrupt a move action with this card but your opponent could finish his remaining steps subsequently.

[You would need a rule how many Power Up Cards you could use outside of your turn and probably change the rule how many Power Up Cards you are allowed to have at once. ]

This would also add an additional tactical component to the game. As Power Up cards get more important players could try to prevent other players from getting them with the Power Up Card I described last ("Trap" - Campers are welcome).

Special character powers would be nice as well. You could include all this stuff with house rules (for example: all red Power Up Cards have the additional "Missed" effect, all blue cards the "strike back" effect and all yellow cards the "Trap" effect) but this would be difficult to understand for other players.
 
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