Just dropping an idea here. I've recently backed a reimplemenation of Stop Thief! on Kickstarter, where the old roll-and-move mechanic was replaced by a deck of movement cards. Cards have basically just numbers, plus some additional optional action for low number cards. Also one (lowest) card in the deck enables the player to pick up all used movement cards back to his hand.
Seems like an interesting idea for EoC to potentially remove roll-and-move and give the players more decisions. The movement deck could have less cards than all possible 2k6 results, e.g. only 8 cards, to facilitate hand management. Here's a quick proposal for an 8-cards deck (card value first):
2+pick up all cards
3+draw opportunity card
4+play another card and add numbers but can't use other card's action
5+release one POW from Solitary
- Last edited Thu Apr 13, 2017 2:58 pm (Total Number of Edits: 2)
- Posted Thu Apr 13, 2017 2:26 pm
After my 4th game of this I thought this is what the game desperately needs.
Too often as the POWs you can't do a thing due to low dice rolls. You can't coordinate the moment of your break out because you don't know when and if that big roll is going to happen.
I like your idea with a card that cycles the deck so you don't have to go through the whole deck before seeing those numbers again. Making that opportunity on a low card is correct. I don't see a way in your idea to get the big 20+ movements though.
So how about...
A 3 or 4 card hand limit.
You play one card for movement.
If you discard a pair of cards you may play 2 cards from your hand after drawing back up to your hand limit. If you discard another pair you can play 3 cards from your hand after drawing back up to your had limit. If you had 3 12s in the game this would give a chance to get a 36, very slight but it needs to remain very slight.
Now for the right card ratio... I guess if we start with 3 12s that'll give us an idea of the right ratio knowing that 7 is the most likely number to be rolled on 2 d6s
- Last edited Sat Dec 30, 2017 4:20 am (Total Number of Edits: 1)
- Posted Sat Dec 30, 2017 4:14 am
Hi Mark, if I understand correctly, if we're to have 3 12s in the deck, we'd need a deck of 108 cards (3x36, 36 is the number of possible 2k6 combinations). It could be less if we'd skip some results in the deck, but still a lot.
My proposal was to have a deck of only 8 cards, and start the game with all 8 cards in players hand. One card is played per turn, and used cards are picked up back to hand only after a "2" was played. The special effect of "4" was to enable play second card and add numbers, although I see your point that it wouldn't give an option of high result.
Here's how this could be fixed within my initial proposal.
First, we'd need to include all possible 2k6 results to the deck to have it slightly larger - that would mean a 11 cards deck (numbers 2-12).
Now all the cards with high numbers, not having a special action now (6+) would get a special action: "when you play this card you can add 12 to card's value, but that card is afterwards removed from play".
Now you can easily sarcifice 2 or 3 cards for 2-3 long-runs played exactly when you need them. You can even make a 24-steps run if you want to, but only once in whole game. Having only 7 cards with that effect limits the number of long-runs so they don't overwhelm the German player.
- Last edited Mon Jan 22, 2018 9:09 pm (Total Number of Edits: 1)
- Posted Sat Dec 30, 2017 8:06 pm
Yeah that might work fine.
For my system both players pull from the same deck. Here's how I'd compose the deck.
This more or less represents the odds of rolling these numbers with 2 d6s. I would include specialty cards that are for drawing from your item deck and reshuffling the discard. Not sure how well this would work until giving it a try.