Difference between revisions of "Talk:Moon Drop"
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− | ==Crises and Goals== | + | ==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: Factory''': +1 for each pair of adjacent, identical non-Corridor Modules (Modules can be counted multiple times; eg. a triple is worth +2) | :* '''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. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:08, 10 July 2019 (UTC) | :* '''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) | ||
+ | |||
+ | :*'''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) | ||
+ | |||
+ | ==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. --[[User:Kevan|Kevan]] ([[User talk: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. --[[User:Kevan|Kevan]] ([[User talk: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.) --[[User:Kevan|Kevan]] ([[User talk: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. | ||
+ | |||
+ | --[[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)
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.