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Subject: Mad Men Variant rss

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Sam
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I was considering the following variant... please let me know your thoughts:

1. Add the Mad Men cards WITHOUT removing any cards.

2. When a Mad Men card and another Emergency card appears on the same location, the card that appears second, completely covers the first (ie NOT a "multi-coloured Emergency), and only the top Emergency needs to be dealt with for now.

3. Because there are now 2 emergencies in the same spot, this will attract the URGENT marker to immediately move here and cause Crime Marker to move +1 (the idea being that 2 emergencies including a Mad Man, trumps any other "urgent" situation)... irrespective if there are no 2 coloured- Emergency cards in play.

4. Whilst the URGENT marker is here, if ever an other Emergency is forced to leave play (ie a 2nd Emergency of the same colour is drawn), then rather than the URGENT marker moving, the Emergency card that normally would have been removed as a failed Emergency, is discarded and as penalty, 1 PUNK is added to the Block of the discarded Emergeny, or 2x Punks if the discarded Emergency was another Pink (Mad Man) Emergency.... In either case the Crime Marker does NOT move up.

The idea behind this being that the failed Emergency leads to that person adding to that Block's crime gangs. And yes, if the just played Emergency is of the same colour as the top URGENT Emergency, then that top Emergency gets discarded (Edit (added): since the "dual" Emergency isn't completely resolved, Crime Marker does NOT move up and only Punks are added to the Block ie 1x Punk if non-Mad Man discarded, or 2x Punks if Mad Man discarded)...

5. Once the top Emergency is dealt with (or discarded as a result of 2nd same coloured-Emergency drawn into play), then the URGENT marker stays on the bottom Emergency Card if it is the only such coloured-Emergency card in play (ie over-ruling the normal URGENCY criteria of needing 2same-coloured Emergencies)... but if the bottom Emergency becomes a second Emergency of the same colour, then the URGENT marker moves to the other same coloured Emergency already on the board (this is to prevent the situation where another "dual" Emergency occurs and causes the URGENT marker to move immediately and move crime track +1 at same time (Edit (added): no extra Punks added since "dual" Emergency has been removed, albeit through failure... game is tough as it is!!!)

6. In the scenario where a second "dual" Emergency sitation is created, I was tossing up 2 possibilities...

i. URGENT marker moves to second "dual" Emergency", both Emergencies from the original "dual" Emergency is considered failed and discarded, and Crime Marker moves up +2!!!

ii. failed Emergencies discarded, Crime Marker moves up +1, and 3x PUNKS placed in current Block (if not enough Punks available, place what you can and Crime Marker moves up a further +1 for insufficient Punks)



The reason for coming up with this variant, was mainly that we thought that the game was made considerably difficult if players weren't able to draw Police Cards until active Mad Men Emergencies were resolved (and rolling 6's was hard enough too!!)... and with failures also moving the Crime track +1.

With this variant, it became possible for the Cops to get some breathing space if the bottomm card happened to be a Pink Mad Man Emergency. Because it was no longer active, Cops could once again receive Police Cards. And because the URGENT marker no longer moves until the top Emergecy is dealt with, if the top Emergency is not a Mad Man, then it can add some extra strategy... do you allow Punks to potentially accumulate quicker rather than dealing with the Mad Man on the bottom (once the top Emergency card is dealt with first)? and at the same time risking another Dual Emergency appearing, which would wreak nmre havoc...

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Common Man Games
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Not bad for an Ausi



Just kidding!



Sam...

Let me read this over a bit more and think about it.

My first reaction is...

I think you're onto some really cool stuff!!!

Thanks for posting this!!!!

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Sam
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Thanx

(made couple edits to original.. as highlighted)

As "complicated" as it may appear, essentially a "dual" Emergency is considered a more URGENT Emergency situation than just 2same-coloured Emergencies...

Hence this situation "trumps" normal URGENT marker placements, and the "dual" Emergency immediately attracts the URGENT marker... (and stays there until the "dual" Emergency is dealt with... in meantime other "failed" Emergencies are not considered as Urgent so don't attract a rise in the Crime Marker, but nevertheless, are failed and there should still be some sort of penalty-> in this variant's case extra Punks added).

URGENT marker essentially stays on that site until BOTH Emergencies come off the table (either through direct attempts with dice rolls, OR when same-coloured Emergency causes top "dual" Emergency to be discarded as a failure) ... OR if another "dual" Emergency situation occurs, in which URGENT marker moves to the NEW "dual" Emergency, and the "old" dual Emergencies are discarded... albeit with a penalty (final choice to be determined; either 1) Crime track +2, ie +1 for each Emergency discarded OR 2) Crime track +1 for failure to dissipate Emergency and 3punks on the block of the Emergency representing 1Punk for non-Mad Man and 2Punks for Mad Man Emergency)
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Loose Cannon
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Sam,
This is such a cool idea!

It creates a coupling of the Emergencies and Street punks.

Just need to rule set the timing of emergencies and urgent marker and street punks.

Ex.
Yellow emergency then purple=
Purple then yellow=

I'm all for the crime track not moving and more punks being added.
id go as far as to make it:
Two yellows.
Purple covers a yellow. = urgent marker is moved. Both yellow cards are removed and both get one punk.

If a second purple comes in first purple is removed
Moving the crime track up 1 and adding 2 punks to the removed cards space.

JoeM
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Common Man Games
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Sam,

I want you to know that...

Joe is one of the greatest creative minds out there when it comes to playing with ideas for how to create a great expansion or variant.

We are lucky to have him involved in this discussion.

Thanks Joe!

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Sam
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Thanx guys for your positive comments...

Joe, regarding timings, I'll give an example (note that these "dual" emergencies only occur with the Pink Mad Men Cards because they each share a site with one other coloured non-Mad Men card):

Example

Yellow Emergency already on table, and Pink Mad Man card appears on same location to create the "dual"emergency.

- if URGENT marker already on table, URGENCY marker moves to "dual" Emergency.
- If URGENT marker moved from another Pink Mad Man Emergency, then Crime Marker moves up +1 and the older Mad Man Emergency is discarded (ie treated like a second like-colour Emergency appearing, and no Punks added).
- If URGENT marker moved from a non-Yellow and non-Mad Man Emergency, the Emergency that had URGENT marker taken away from is discarded and 1 Punk added to that Block (no movement on Crime marker and Punks added instead, cause URGENT marker not moing due to 2nd like-colur Emergeny but rather due to the seriousness of a "dual" Emergency)
- note that URGENT marker would never move from a yellow Emergency at the time a "dual" Emergency is created. Rather, if 2 Yellow Emergencies came in to play, this would've already caused URGENT marker to have moved to the Yellow of the "dual" emergency already...
- ... Hence, if URGENT marker already on the bottom Yellow Emergency when Pink Mad Man Emergency placed on top, URGENT marker moves to top Mad Man Emergency. No Emergency is discarded and no movement of Crime track, and no Punks added.
- If URGENT moves from another "dual"Emergency, then we have the scenario where I haen't fully decided what would be best... ie discrad old "dual" emergencycards and increase Crime Marker +2, OR increase Crime Marker +1 and add 3 Punks to Block of discarded "dual" emergency cards.
- if URGENT marker not on table then immediatelt move it to new "dual" Emergency

Thereafter, URGENT marker stays on "dual" Emergency until both of the Emergencies are dealt with or until URGENT marker forced to relocate by creation of another "dual" Emergency. Until both emergencies are dealt with, any double like-coloured Emergencies that appear on the board cause the older coloured Emergency to be discarded without the URGENT marker moving (because the "dual" Emergency is of greater importance/severity)... so rather than a rise in Crime Marker, Punks are added to the Block of discarded Emergency (1x Punk if non- Pink MadMan Emergency discarded, 2x Punks if Mad Man discarded- Mad Men Emergences are harder and should have harsher penalty!!)

I can see confusion possibly arising when the top Mad Man Emergency has been dealt with and the URGENT marker moving to the bottom Yellow Emergency... In order to indicate that tthis Yellow Emergency was part of the initial "dual" Emergency, it may be helpful to place a "block" marker ontop of the URGENT marker until both Emergencies are dealt with... and to keep the "block" marker on the URGENT if relocated to another "dual" Emergency....

So when having to deal with the bottom Yellow Emergency, deal with subsequent double like-coloured Emergencies by discarding the older Emergency and without moving the URGENT marker, but rather by adding Punks (and not rising the Crime Marker +1). If another Yellow Emergency comes up, the newly drawn Yellow Emergency gets discarded and 1x Punk plaed on Block it would've been placed on (this is because the URGENT marker is on the remnant of the "dual" Emergency... and hene why using a "block" marker on the URGENT could come in handy to remember this).

Whilst the Pink Mad Man Emergency is on top-> all other Mad Men effects are in play (ie can't draw Police cards)... If Pink mad Man card on bottom and second Emergency placed on top then these Mad Men effects are temporarilly suspended becaus it is no longer "on top"....

A simple way to remember when the Crime marker moves or if Punks are added are as follows:

i. whenevr the URGENT marker moves/is relocated, this will cause a rise in the Crime Marker +1 for each Emegency discarded in the process.
ii. when the URGENT marker is not being relocated but other Emergencies are failing while a "dual" Emergency is yet to be fully resolved... then only Punks are added (and Crime Marker is not moved)

iii. when URGENT marker moving from "dual" to another "dual" Emergency, then (and yet undecided), Crime Marker moves up +2 (because 2 Emergencies are discarded and more in keeping with i. above). OR Crime Marker moves up only +1 (as +2 may be too harsh), and 3Punks added (to compensate for not rising Crime Marker a further +1... ie 1x Punk for non-Mad Man Emergency and 2xPunks for Mad Man Emergency discarded).
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