I have started working on the cards. 9 done. Many more to go...
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I made some more tweaks and changes to the map. More "continents" are now present, as well as some neutral territories, which dont count towards any continental bonus. The next step will be to make up about 50 to 70 cards, most of which will give the player various bonus actions. These will be similar to the cards that come with the game "Risk 2210", but in a much more simplified form- in that game you got money to buy cards and points for armies. I plan to have players get points to buy both cards And armies. Cards will be events like "Zeppelin Raid!", and "Long range torpedoes", and as many other things I can think up. So in the game, the player will first, add up the number of territories and bonuses he has, and then divides that by 3, like in regular Risk. Then you take that number of points (I may include paper monopoly style money) and use them to buy cards and armies, one for one. Also, I will be making up 5-6 player faction cards. These will have the players faction name, a special ability only they have, and a unique victory condition for each player. Having different ways to win will hopefully keep the relatively quick.
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I have started working on the cards. 9 done. Many more to go...
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Really nice! My only opinion is about the Booby Trap effect, I think it´s OP, maybe make a player roll a dice? Losing half an army IMO is too much! Or I don´t know make that a desperate card, where all the armies inside that territory (even your own) lose some units.
Other than that, nice pictures and layout!
My Gallery on DA:
http://felipecarbus.deviantart.com/gallery/
Those are lovely cards!
Cheers,
-Arsheesh
Thanks.
The Booby-trap may be over powered...but notice that you only play it After your opponent has advanced, and thus won the combat. Hmmm...maybe a max. number you can loose. Say, 4 or 5.
My Gallery on DA:
http://felipecarbus.deviantart.com/gallery/
As the ideas for the game rules evolve (in my head) so must the cards...and the map but I will tackle that later. Here is an example of what the cards will now look like. Two new icons and a number will be on most of them. The icon and number to the left shows at what level the Airship track on the player mat has to be at, in order to play the card. The gun icon to the right means the card can be discarded for an additional army, instead of being held or played for the card action.
The game seems to be morphing more into a resource-management game than a Risk Rip-off. Each player mat will have three tracks on it, for army navy and airship. The spaces on the track will go from 0 to 6 and when you collect resource points at the beginning of your turn, you can add them to these tracks, use them to buy cards, or buy armies. Higher levels on the tracks will give you added bonuses, like more dice you can roll in combat. So, for instance, the card attached here would need the player who is holding it to have the Airship track be at level 2 or more to actually play it...but if he (or she!) doesnt have that, they can still get an army out of it.
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Last edited by timallen; 01-14-2014 at 12:48 PM.
18 cards made...I think I will make up two more groups of 18 for a total of 54 cards.
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And here is a sample of one of the player mats I am working on.
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Ooh, ooh pick me, I want to play the Anarchists! Who knows, maybe we'll win this time around.
Cheers,
-Arsheesh