Module 1: I like it.
I think I’d value
- Upgrade 2 steps of your cubes (as one of the starting cards)over
- Gain 2 VP'sover
- Take a merchant card from the display and 1 VPover the take-that (which I wouldn’t use as I don’t like these things ).
When I first saw the icons, I thought the purple card meant "take back a card you have in play". That would be more appealing to me. If not "take back all your cards" and remove the VP.
The choice of VP cards is a little more tight as the original setup lets you display five of 'em.4 sounds like too few, especially with more players (with 5p, I play with 6 VP cards).
Module #2 (draft): why not, but then you’d remove half of the interesting first phase of the game (engine building).
- The mini draft is essential for me, nobody seems to be willing to pay cubes at the start of the game to get the merchant card they want, basically the start of the game is sort of “gimme that left merchant card”That sounds like (sorry) poor play. Early game you need to build your engine and should be ready to pay a lot to get the critical cards that fit very well together or are better than other cards.
You can combine VP cards only when you buy themThat’s gonna induce downtime. Better if you combine them at the end imo. I’m not a fan of this module a priori anyway.
- If you like module nr.1 you may try to vary the bonuses ( instead of trashing opponents cubes I was also considering downgrading opponents cubes) and make your own stripI would certainly prefer forcing a downgrade upon each opponent than destroying their cubes.
Ideas for module #1:
- take any 1 action (except for taking a VP card)
- 3 VP
- change cubes for cubes (max value: 4)
- immediately play one card you have in play
- this card costs R or YY less