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Subject: Expansion feedback 2 - Legends rss

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Nikolaj Wendt
Denmark
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Time for the second introduction of some of the cards we are going to test for the upcoming micro-expansions. For an explanation of the idea behind the microexpansions please go here.

Second up is: LEGENDS
The pack will consist of 12-15 cards. Exact number still undecided.

Mechanic:
Legend cards are shuffled into the Playdeck together with all other cards.
They represent notoriety that your kingdom has "aquired" based on what you control in play. You can play as many Legend cards as you want in your turn if you fulfill the requirement for them. The main idea is that they have a high situational requirement, but have very strong effects.
Legends have an effect as long as you control them. If you at some point no longer fulfill the requirement for the card, it is put in the discard pile.

Card examples

Advanced
Requires a University and an Embassy.
Do not discard a card in your Draw phase.

Popular
Requires two Inns.
You may play an extra character during your turn.

Warlike
Requires 2 Fortresses and 2 Cityguards.
You may destroy 2 Cityguards during your turn.

Vicious
Requires an Inn and an Embassy.
Assassins played by you allows you to destroy two characters.

Entrepreneur
Requires a Town Hall and an Inn.
Your non-Fortress buildings cannot be targeted by the Merchant.

Epic
Requires a Fortress, an Inn, an Embassy, a University and a Town Hall.
Before drawing a card at the beginning of you turn take the two top cards from the playdeck and put into play under your control. Apply the effect from both cards as if you had played them.

Educated
Requires a University and a Town Hall
Sages cannot be used against any cards you play.

Productive
Requires 2 Town Halls
Draw 2 extra cards during your turn.

Thieving
Requires 2 Embassies and 1 Inn
Once during your turn steal 1 card from each opponent who does not have an active Fortress,



Please give your feedback on these card ideas. Which of these would you like to see, and why? If you have completely different ideas then please post those as well.


With all feedback, please consider the following design guidelines:
1: The basic game rules and expansion rules should be able to be explained in 5 minutes.
2: A game should not take longer than 30 minutes.
3: The game is based around a lot of interaction between players.
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Judit Szepessy
Canada
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I like all these characters as they add another layer and decision making to the game. I like that you have to have certain cards to be able to play the card.

I have an idea for another character. I am not sure of the name though: Enchanter, Wizard or Neomancer?
The ability would be that the player can get one character card back from the discard pile and immediately have to play that card.
It would require an Embassy and a University.

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