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Race for the Galaxy: The Gathering Storm» Forums » Variants

Subject: Great Stakes Gambling World by Hughie rss

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Hughie Mcgee
Ireland
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Instead of the power, "consume a good to gain 1VP", I just have

IV: Consume a good to gamble
Notes: Name a number 1-6, Reveal cards from the deck until a Non-Military card with the stated cost appears. Discard all other revealed cards. Then you must play the appeared card at its full cost if able. If not, discard the appeared card too, and nothing happens(except you consumed a good).

The obvious(albeit still risky) combo here is to consume(trade) to sell one good for a bunch of cards(possibly having more than 10 in hand), then spend another good to gamble.

Originally called High Roller Gambling World, it was renamed "Great Stakes Gambling World" for thematic reasons and alliteration. Also it's punny to tell your friends you just played the Great "Mis"-Stakes Card.

I have only playtested it with TGS. I don't have the newer ones yet.
 
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Mark Delano
United States
Cary
North Carolina
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What is the full cost of a military world? Can you use military strength for it or do you just pay cards as if it was non-military? Does this mean being forced to use New Military Tactics if it is needed? How about Contact Specialist? Is the "convert military to non-military" power required to be used but the "pay one less for a non-military world" can't be?

Otherwise it's an interesting idea.
 
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Hughie Mcgee
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All powers outside of the consume phase(IV) would not apply. You would need a military of 6 to settle Lost Alien Battle Fleet for instance. you could NOT use Space Mercenaries', Alien Tech Institute's(and similar cards'), Colony Ship's, New Military Tactics', or Contact Specialist's Settle Powers because they would be out of phase.

Also of note is this variant would allow a 4th card to be placed in a single round if Improved Logistics is also in play. This would be quite a difficult feat to pull off, and would likely only occur if you place 2 military worlds with Improved Logistics and then were lucky enough to draw a military settlement from Great Stakes Gambling World. This is the key reason you cannot choose the number 7. Otherwise you could search for the only 7 cost world, which just so happens to be a military world.

Thanks for allowing me to clarify.
 
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Mark Delano
United States
Cary
North Carolina
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Brigs wrote:
All powers outside of the consume phase(IV) would not apply. You would need a military of 6 to settle Lost Alien Battle Fleet for instance. you could NOT use Space Mercenaries', Alien Toy Shop's(and similar cards'), Colony Ship's, or Contact Specialist's Settle Powers because they would be out of phase.

Also of note is this variant would allow a 4th card to be placed in a single round if Improved Logistics is also in play. This would be quite a difficult feat to pull off, and would likely only occur if you place 2 military worlds with Improved Logistics and then were lucky enough to draw a military settlement from Great Stakes Gambling World. This is the key reason you cannot choose the number 7. Otherwise you could search for the only 7 cost world, which just so happens to be a military world.

Thanks for allowing me to clarify.


Except military strength is a phase III power, so there would have to be an exception made for that. Would specialized military strength count?
 
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Hughie Mcgee
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frunkee wrote:
Except military strength is a phase III power, so there would have to be an exception made for that. Would specialized military strength count?


Aha! Great catch! I didn't notice this in the original design. I guess it would have to be "flip until a Non-military card is revealed". Thank you again!

Original post updated
 
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Hughie Mcgee
Ireland
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After testing this in game(and winning because of it), I am tempted to increase either the cost of playing the card from 1 to 3, or the cost of its consume power from 1 to 2 goods(more thematically appropriate).

If anyone else has tested this card as it is now, please let me know how it went.
 
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