As there have been "rumors" about a BFG expansion (!!!), this post is meant to communicate Slugfest our "wishlist" for new content or recommendations for game fixes.
First of all, if this project is fundraised via Kickstarter, backers of the 1st edition (hardcore) should be given the opportunity to obtain the updated rulebook and Initiation encounters in order to standardize their game.
Moving on to the wishlist, we would obviously enjoy new characters, enemy types, and much more scenarios. This is a no brainer.
SKILLS: A new type of recruitment could be added (3rd row) for "Skills". These would be permanently installed powers in front the owners and would not count towards the handsize nor be discarded. The "Skills" deck could serve as a tool to fix some of the issues associated with the main game (e.g. length before drawing again, stuck with bad options in Recruitment, worthless Soldiers/Acolytes, etc.). Here are some examples of Skills:
- Permanently increase your hand size by 1/2/3 during Encounter 1/2/3.
- Your Physical Heroes gain Pierce 1/2/3 during Encounter 1/2/3.
- Your Magical Heroes gain Splash 1/2/3 during Encounter 1/2/3.
- Your equiped Physical (or Magical) Weapons have +1 attack.
- Your Soldiers (or Acolytes) have Attack+1/+2/+3 during Encounter 1/2/3.
- You may always re-roll yellow dices up to 2 times (per die).
- Add +2 to one of your dice roll (once per turn).
- You may use any recruitment token as a Gold during your Recruitment phase.
- Whenever you perform a Recruitment, you may first replace as many cards as you want from one Recruitement row. Increase both Recruitment rows size by 1.
- "Ambush" abilities never affect the player this is in front of.
- Before refilling your hand as the Defending Player, you may decide to retire one card from your hand.
- Whenever you start your turn as the Defending Player, roll a white die. On a result of 4-6, gain Shield 1 this turn.
- Whenever you draw a card, you may instead choose to draw the top card of your discard pile (once per turn).
- Whenever you draw a Curse from your deck, also draw another card.
- Receive Attack+2 for each Curse card in your hand.
- Once per game, all players may give you all Curse cards from their hand or discard pile. If so, retire this Skill at the end of your turn.
- Once per game, as the Defending Player, you may gain Armor 1 until the end of your turn. If so, retire this Skill at the end of your turn.
- Once per game, as the Defending Player, you may cancel all damage received. Instead, roll a yellow die and receive damage equal to its value. The die result cannot be re-rolled or modified by any means, and this damage cannot be shielded. If so, retire this Skill at the end of your turn.
- Whenever you inflict over 4/7/10 damage in a single attack during Encounter 1/2/3, you may return one card from your discard pile into your hand.
- Whenever you take no damage as the Defending Player, you may either restore 1 HP or retire a card from your hand or discard pile.
- Whenever your HP is below 5, your Heroes gain Dual Wield and Attack+1.
- As long as you have more HP than any other player, gain Taunt and Shield 1 whenever you are the Defending Player.
- Whenever you are not the Defending Player, you may take damage in place of the Defending Player. If so, roll a white die. On a 5-6 result, gain Shield 1.
- Whenever you are the Defending Player and have more than 4 enemies in front of you, gain +Hero.
- Once per Encounter, you may discard one non-Boss Monster from the Location.
Although some of these skills may appear strong, their recruitment cost would be adjusted accordingly. Plus, keep in mind there is an opportunity cost; for each Skill you acquire, you either renounce an Ally or a Weapon. New monster abilities could interact with the Skills. For instance, as an "Ambush", a player could have to retire a Skill or discard a Skill in front of him (which could be reinstalled when coming back into hand).
NEW LOCATIONS: Here are some suggestions for new Locations:
- Ability: The Defending Player gains +Soldier.
- Reward: Each player may either return one Soldier from their discard pile back into their hand or retire one Soldier from their hand or discard pile.
- Ability: The Defending Player gains +Acolyte.
- Reward: Each player may either return one Acolyte from their discard pile back into their hand or retire one Acolyte from their hand or discard pile.
- Ability: The Defending Player may re-roll one die (once per turn).
- Reward: Roll a white die. Depending of the result, each player receives a Copper (1-2), a Silver (3-4), or a Gold (5-6). The die result cannot be re-rolled or modified by any means.
- Ability: Instead of performing a Recruitment, the Defending Player may spend a Copper to restore 1 HP, a Silver to restore 2 HP or a Gold to restore 3 HP.
- Reward: The Defending Player immediately gains Shield 2.
- Ability: The Defending Player may perform a Recruitment at the beginning of his turn. If he does so, the acquired card must be retired at the end of his turn (even if not played) and he skips the normal Recruitment phase.
- Reward: Each player may immediately replace one card from their hand or discard pile with another card of the same cost in the Recruitment row and take the new card into their hand. If no cards of the same cost are available, the action cannot be performed.
NEW SCENARIOS: I was first thinking that adding at least one easy scenario (one that really is!) would have been a good idea, but I also realize that people who couldn't manage the Introduction scenario already fled away and an expansion announcement will likely not bring them back... so, let's focus on what committed players want!
Without going into developing specific scenarios, here are some general suggestions regarding new scenarios:
- Variety is important. Beyond the final boss we will ultimately face, we would like to feel that some scenario mechanics are different than the usual 3 Encounters. For instance, a "battle royale" with all Monster types in or a longer 5-Encounter campaign could be of interest.
- Choice is important. The current Encounter mechanic is entirely linear, but players could be given the choice of where to go. For instance, before an Encounter, players could choose between two proposed Locations (possibly resulting in selecting a different Monster deck). For instance, one way could have a swarm of easier monsters while the other way propose fewer but tougher enemies. Rewards could also serve as an adjustment mechanism. For instance, if you go the "easy" route, you only get copper/silver recruitment, but if you go for the "hard" route, you get silver/gold recruitment and each player gains a Skill if they can manage to save the location. If you went the "easy" route, maybe you'll arrive at the final Encounter with more HP... but not as better equiped as if you went the "hard" route.
- Growing the same Monster deck is not necessary. Currently, we have start with one easy/medium Monster deck and one medium/hard during the second Encounter. Period. Nothing prevents from adding a 3rd Monster deck or replacing entirely the Monster deck during the 3rd Encounter!
- Location rewards should be consistent with where they stand in the Encounter sequence. Currently, some of the Locations for the final Encounter reward players with playing the top Recruitment card face-up for the rest of the game, which seems totally worthless at this point of the game!
- Randomized scenario is good... but please tell us how. The rulebook currently mentions that players could randomize the location, but no further explanations. The rulebook should instruct to draw one random Location from 2-3 being proposed (which should make sense with the Encounter sequence, as per my comment above) along with a random easy Monster deck for the 1st Encounter. Then, repeat for the 2nd Encounter, and so forth...
Started with these 3 ideas, but do other players have any suggestions for Slugfest?
- Last edited Mon Jun 26, 2017 4:56 pm (Total Number of Edits: 13)
- Posted Sat Jun 24, 2017 3:34 pm
Personally I like BfG the way it is but you have some good ideas. It goes without saying there'll likely be new locations, chars, abilities, monster decks, scenarios etc. I think having encounters where there are multiple paths is something that could happen, probably needing fleshing out of a mechanic to decide the path taken. Currently whether the location is destroyed or saved would be good for deciding which path is taken but I think other ways should be found too.
As for your idea of a skill deck, I think it is a bad idea as is. The game takes place during a battle. There would be no time for training and learning skills within that time frame, just consider the various RPGs out there and how chars level in them. I think the current character leveling in BfG is more than enough to make up for the skill deck as you suggest it. On saying that however I think the deck would be better used as a modifier to the difficulty of the scenario or maybe even locations, eg. your skill that gives Soldiers/Acolytes +1 could tie into a barracks location or the collegium rather than an individual character or could be chosen at the start of the game to make the scenario easier.
Thanks for your comments. I agree that taking precious time to buy a Skill could seem hard in a tight game like BFG, and some of the Skills would need to be powerful once per game abilities; otherwise, there would be no incentives to purchase these at the end of the game.
As previously mentioned, the objective of the Skills deck was meant to:
- be a way to address some of the issues in the base game
- offer more recruitment options for players
In our BFG experience so far, there have been MULTIPLE occurrences where the recruitment rows just looked totally uninteresting. Even worse, since recruiting is mandatory, we felt like polluting our deck by recruiting. In principle, we should want to recruit, not the opposite! I can even tell that, on one particular game, the recruitment options were so terrible throughout the entire game that we stood no fighting chance at all. We lost the game and all felt ripped off by Luck. A new Recruitment row could mitigate that to some extent, but would obviously not fix the fundamental issue with the game, which does not allow for replacement of recruitment cards.
Sometimes, when looking into the recruitment options (especially after a relatively "quiet" fight), we don't really feel like buying another weapon or be forced to recruit a Magical character if our deck is Physical-based. In such case, I would welcome the option of buying Skills, especially if I can afford a breather.
A way to "level up" skills along with your Character, and provide incentives to purchases Skills later in the game, would be to increase the strength of the Skills based on the Encounter number, as per the edits in my first post above. The Skill wouldn't level up further if new scenarios with more than 3 Encounters are developed.
- Last edited Mon Jun 26, 2017 5:01 pm (Total Number of Edits: 1)
- Posted Mon Jun 26, 2017 4:44 pm
True, the reinforcements can be a bit thin at times but I find that adds to the challenge. There's still the various locations that help by giving you extra choices from the decks though. Also, another way to sift through the decks may be closer than you think.