Recommend
1 
 Thumb up
 Hide
5 Posts

Sentinels of the Multiverse» Forums » Variants

Subject: Custom Environment: Union City 1938 rss

Your Tags: Add tags
Popular Tags: [View All]
Paul Malchow
msg tools
Union City 1938 is one of three Union City environments that I am working on (Modern and 2084 are in the works). The two main features of the 1938 Union City are Locations and the Looming War. Locations are either helpful or hurt the heroes and there can only be one in play at a time. The Pneumatic Highline also changes locations. Looming War is the biggest threat in the deck. It increases the play of the environment and can eventually end the game.

The Original Tomorrowdrome
Location
When this card enters play each hero may draw a card.
The first time a player plays an Equipment Card each turn they may draw a card.
Whenever another Location Card enters play, destroy this card.
“Behold, the world as it shall be… Tomorrow.”
-Doctor Tomorrow, Order of the Spectrum #1


Hangman’s Line
Location
Increase damage Dealt to Hero Targets by 1.
Whenever a Hero uses a power, they deal themselves 1 psychic damage.
Whenever another Location Card enters play, destroy this card.
The slums on Union City’s South Side are the most crime-ridden and violent in America. Even costumed crusaders fell prey to its inhabitants.

Order of the Spectrum’s Brownstone
Location
Players may play an extra card during their play phase.
At the end of the Environment Turn each player may discard a card. Unless H-1 or more cards are discarded this way, destroy this card.
Whenever another Location Card enters play, destroy this card.
The Order of the Spectrum was founded to fight Tyranny and Chaos and to preserve America. They operated out of a refurbished Brownstone in Union City until the War.

Pier 27
Location
Reduce Damage dealt to villain targets by 1.
The first time a Villain Target enters play each turn, play the top card of the Villain Deck.
Whenever another Location Card enters play, destroy this card.
The docks were a locus of crime, smuggling, spies, and the mob. Especially Pier 27 where more than a few bodies were tossed into the murky bay.

The Golden Jungle Club
Location
At the end of the environment turn play the top card of the villain deck. Then reveal the top card of each hero deck. Each player may then either play or draw the revealed card.
Whenever another Location Card enters play, destroy this card.
“Come on down to the Golden Jungle, baby. It’s the only place to cut a rug. And everyone goes there. Just everyone, baby!”
-Jackie Jolts, Two-Gun Comics #35


Pneumatic Highline
When this card enters play, destroy all other non-target Environment Cards.
Reveal cards from the top of the environment deck until a Location Card is revealed and put it into play. Put the other cards revealed this way into the trash.
If no Location Card is revealed this way shuffle all trashes into their respective decks.
Then destroy this card.
“The transportation of the future has arrived today! I hereby open the Pneumatic Highline for the use of all Union City now… And tomorrow!”
-Doctor Tomorrow, Science Comics #21

The Gorilla Gang
HP 8
Masked Bandits
At the start of the environment turn destroy a hero Equipment Card. Place any cards destroyed by this card under this card.
Increase damage dealt by the Gorilla Gang by 1 for each card underneath this card.
At the end of the environment turn this card deals every other target 1 projectile damage.
“Getchyer Paws in the air, ya mooks! All ya got belongs to the Gorilla Gang now!”
-Gorilla Gang, Two-Gun Comics #9


Ruby Redd, Girl Adventurer
HP 6

Daring Aviatrix
Whenever a villain or environment target enters play this card deals it 2 fire damage.
“Flyin’ hi, fellas! Who needs a lift? I just got back from Devil’s Chain Island and it looks like just in time.”
-Ruby Redd, Air Adventures #13


Vito Stego
HP 10

Dinosaur, Lowlife
Whenever this card is dealt damage it deals the source of that damage 2 melee damage.
At the end of the environment turn this card deals the target with the second-highest HP 2 projectile damage.
“Everyone pushed Vito Staccio around, but thanks to Professor Saurazynski’s Dino Serum nobody messes with Vito Stego!”
-Vito Stego, Science Comics #1


Looming War
This card is indestructible unless it is the only Environment Card in play.
At the end of the Environment Turn play the top card of the Environment Deck.
Whenever another environment card is destroyed place it underneath this one. Cards beneath this one are not considered in play and have no text or keywords.
If there are ever no cards in the environment deck and the environment trash, World War breaks out. Game Over.
In Europe, in Africa, and in the Pacific the clouds of war gather. The events in Union City could tip the balance if the Heroes there let things spiral out of control.

Depression Era Mindset
Reduce all HP Recovery by 1.
Each player cannot play more than 1 hero card each turn.
Each player cannot draw more than one card per turn.
At the end of their turn a player may discard 3 cards to destroy this card.
There were breadlines, shuttered factories, people begging for scraps without a thought to human dignity.

Nazi Spies
The first time a Villain Card enters play each turn, play the top card of the Environment Deck.
When a Villain target is destroyed this card deals the hero target with the highest 2 projectile damage. Then destroy this card.
“Vhen zhe Fuhrer hears of zhis ve vill finally launch zhe invasion zhat vill crush your pathetic democracy vonce and for all!”
-Otto Schmitt, Federal Comics #15


Jazz and Booze
Whenever an Ongoing Card is put into play each target regains 1 HP.
Whenever an Ongoing Card is destroyed the environment deals each target 1 toxic damage.
If a player plays no cards or draws no cards on their turn they may destroy this card.
The music blared, the liquor flowed, and the party never stopped.

Raided by the G-Men
When this card enters play deal each target 2 projectile damage.
Hero and Villain cards cannot be played.
At the start of the environment turn destroy this card.
“Hand in the air, all of you reprobates. Grown men in costumes... illegal technology... The subversions end here!”
-Agent Shannon, Federal Comics #10


Speech from the President
Reduce damage dealt to hero targets by 1.
Increase Damage Dealt by hero targets by 1.
At the start of the environment turn play the top card of the Environment Deck and then destroy this card.
“It is another conflict… fought not with glint of steel, but with appeals to reason and justice on a thousand fronts.”
-Franklin D Roosevelt, July 3rd 1938


EDITS:

Changed Pier 27 to play villain cards only when villain targets enter play.
Gave Nazi Spies, Jazz and Booze, and Depression Era Mindset means of being destroyed.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joseph Guzman
United States
Oregon
flag msg tools
Avatar
mbmbmbmbmb
Love this environment. Really neat. Only thing I can say that needs a fix is really minor.

Quote:
Looming War
This card is indestructible unless it is the only Environment Card in play.
At the end of the Environment Turn play the top card of the Environment Deck.
Whenever another environment card is destroyed place it underneath this one. Cards beneath this one have no text or keywords.
If there are ever no cards in the environment deck and the environment trash World War breaks out. Game Over.


Just need a comma after the part "If there are ever no cards in the environment deck and the environment trash"
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael Hunter
New Zealand
flag msg tools
Avatar
Very nice theme, really has a '38 feel! Some notes...

Generally, I find playing villain cards during the environment turn to be a slightly risky proposition. Mainly because of Electro Pulse Explosive, but there are cards like it out there. Playing an extra card during the villain turn accomplishes something similar without the risk?

Speaking of, Pier 27 looks REALLY awful, although enough of the deck destroys it it wouldn't be out for long but... still, getting this turn 1-4 could be a real bummer.

I like the Dino mafia making inroads again.

Depression Era Mindset and Nazi Spies worry me a bit. Both have potentially quite obnoxious effects (Tachyon especially), and neither has a way to be destroyed. One of the most annoying things about Madame Mitts and Freedom Tower is that there are cards that just pile up, and you have nothing you can do about it without just bringing tons of environment destruction. This is only two cards, but both could potentially do a lot of harm if you don't just happen to have a card to deal with them (and in the case of Mindset, you can't even easily find such a card). I'd suggest giving both some kind of destruction clause?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Paul Malchow
msg tools
Great notes, as always.
Yeah, Union City '38, the Green Death, and Pterano-Don of the Dino Mafia all go together as my "Golden Age" set
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Take Walker
United States
Ohio
flag msg tools
Avatar
mbmbmbmbmb
I too like the interwar flavor. A couple quick notes:

- You probably want to specify "When a [card] enters play", instead of "is put into play". That happens less frequently, as it's a special case of card playing.

- You should specify that cards under Looming War are not considered in play. Otherwise, it will always be destructible. Cards under other cards have no text or keywords as a matter of course.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.