Difference between revisions of "Talk:Moon Drop"

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==Crises and Goals==
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==New Crises and Goals==
  
 
Just some notes for further card ideas, without modifying the ruleset which is now being used for playtesting.
 
Just some notes for further card ideas, without modifying the ruleset which is now being used for playtesting.
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:* '''Goal: Uprising''': +1 per 2 crossed out modules. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 17:23, 10 July 2019 (UTC)
 
:* '''Goal: Uprising''': +1 per 2 crossed out modules. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 17:23, 10 July 2019 (UTC)
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:* '''Goal: Factory''': +1 for each pair of adjacent, identical non-Corridor Modules (Modules can be counted multiple times; eg. a triple is worth +2)
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:* '''Crisis: Overload''': ''Safe if:'' No building has more than one Life Support module. ''If failed:'' Cross out all Life Support in the affected buildings. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:08, 10 July 2019 (UTC)
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:*'''Goal: Transport.''' +1 for every Dock which shares a row or column with another Dock. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 07:53, 11 July 2019 (UTC)
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==Changes to Crises==
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Flagging that "Fire" feels a bit undramatic as written, as most bases are going to be a single building with Life Support. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:56, 11 July 2019 (UTC)
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:In fact, having Fire knock out a Quarters is redundant anyway, as they'll be dead without Life Support. I'll change it to knocking out any two rooms. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:03, 11 July 2019 (UTC)
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Have also changed Security from "+4 for each inhabited Building beyond the first" to "each Building beyond the first which has a Dock" - if someone can set up Docks between the two buildings I think that still deserves the points. (I initially went with "which has Life Support", but Dock makes a more interesting challenge if you draw Security and Fire.) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:20, 11 July 2019 (UTC)
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== Safety Check crisis ==
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An idea I had on Slack: make the Safety Check a Crisis card and shuffle it in with the three, so that you don't know when it'll be applied. I think it's okay in theme if the base can run unmaintained for a few Crises (Plague kills everyone, Fire is dealt with by automatic Life Support, Life Support then fails during third-card Safety Check because everyone is dead).
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The Safety Check card has three bullets on it:
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* Life Support: If a building has no Life Support, cross out all Quarters in that building
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* Hydroponics: If a building has more Quarters than Hydroponics, cross out Quarters until it has as many as Hydroponics
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* Maintenance: Cross out any modules which have no path to Quarters.
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--[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:54, 11 July 2019 (UTC)

Latest revision as of 18:25, 11 July 2019

New Crises and Goals

Just some notes for further card ideas, without modifying the ruleset which is now being used for playtesting.

  • Crisis: Escape: Safe if: No Research Module is adjacent to an empty square. If failed: Cross out all Research.
  • Crisis: Crash: Safe if: Every Dock is adjacent to an empty square. If failed: Cross out any Dock which isn't, and all modules adjacent to it.
  • Goal: Survey: +2 for each edge of the grid you've built on.

--Kevan (talk) 16:38, 10 July 2019 (UTC)

  • Goal: Uprising: +1 per 2 crossed out modules. --Cuddlebeam (talk) 17:23, 10 July 2019 (UTC)
  • Goal: Factory: +1 for each pair of adjacent, identical non-Corridor Modules (Modules can be counted multiple times; eg. a triple is worth +2)
  • Crisis: Overload: Safe if: No building has more than one Life Support module. If failed: Cross out all Life Support in the affected buildings. --Kevan (talk) 18:08, 10 July 2019 (UTC)
  • Goal: Transport. +1 for every Dock which shares a row or column with another Dock. --Kevan (talk) 07:53, 11 July 2019 (UTC)

Changes to Crises

Flagging that "Fire" feels a bit undramatic as written, as most bases are going to be a single building with Life Support. --Kevan (talk) 17:56, 11 July 2019 (UTC)

In fact, having Fire knock out a Quarters is redundant anyway, as they'll be dead without Life Support. I'll change it to knocking out any two rooms. --Kevan (talk) 18:03, 11 July 2019 (UTC)

Have also changed Security from "+4 for each inhabited Building beyond the first" to "each Building beyond the first which has a Dock" - if someone can set up Docks between the two buildings I think that still deserves the points. (I initially went with "which has Life Support", but Dock makes a more interesting challenge if you draw Security and Fire.) --Kevan (talk) 18:20, 11 July 2019 (UTC)

Safety Check crisis

An idea I had on Slack: make the Safety Check a Crisis card and shuffle it in with the three, so that you don't know when it'll be applied. I think it's okay in theme if the base can run unmaintained for a few Crises (Plague kills everyone, Fire is dealt with by automatic Life Support, Life Support then fails during third-card Safety Check because everyone is dead).

The Safety Check card has three bullets on it:

  • Life Support: If a building has no Life Support, cross out all Quarters in that building
  • Hydroponics: If a building has more Quarters than Hydroponics, cross out Quarters until it has as many as Hydroponics
  • Maintenance: Cross out any modules which have no path to Quarters.

--Kevan (talk) 17:54, 11 July 2019 (UTC)