Difference between revisions of "Talk:Moon Drop"

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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)
 
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)
 
: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 with Life Support beyond the first" - if someone can set up Docks between the two buildings I think that still deserves the points. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:20, 11 July 2019 (UTC)
  
 
== Safety Check crisis ==
 
== Safety Check crisis ==

Revision as of 18:20, 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 with Life Support beyond the first" - if someone can set up Docks between the two buildings I think that still deserves the points. --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)