Difference between revisions of "Talk:Moon Drop"
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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) | ||
+ | :* '''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) |
Revision as of 18:08, 10 July 2019
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)