Nothing much to report
I feel like I haven't been posting enough, but then again I haven't had much to report. I wonder if those two phenomenon aren't related to some extent...
I went to BGG.con a couple weeks ago, and I had a pretty good time, but on the down side I got kinda sick on day 2, and was coughing all week. I even threw up one night. :( I hope I didn't infect anyboy else.
I didn't get to all of the things I wanted to play at BGG.con, but I did manage to play my number 1 priority: Tzolk'in: The Mayan Calendar. It was awesome, just as I expected it to be. People make a big deal about the gears, or about how they thought the gears would just be a gimmick... but if they've read anything about how the game works, then there's no reason they should not see that the gears are not a gimmick, but an integral part of the game. It could have been a plain board with 5 tracks to place workers on and a round counter, and a fiddly accounting phase where you advance all markers on each of those tracks - which would have worked just as well, but may have simply been too much physical work, and distract from the game itself. The gears simply make that a reality - automatically updating each of those tracks with a quick turn of the gear. I like the game a lot, and cannot wait to play it again.
Looking at that board makes me think that maybe gears are a way to make possible the changing streetlights for Hot & Fresh.
I did get to spend some quality some of my good friends that I hardy ever see. There are people I missed or would have liked to spend more time with of course, but such is life.
I didn't play any of my prototypes that I brought with me, though I did teach EmDo: Escalation to 1 group, and played Venice and 8 Minute Empire once each.
Now that I've sent the completed rules and everything for Escalation to Gavan and Michael (I hope they have coordinated a schedule on that), I have started looking at EmDo: Exotic again. I haven't looked at it since before I was done with Escalation, so I would like to update my thoughts on it and bring in line with the other expansion (which will precede it). For example, I've introduced new concepts in Escalation such as paying Fighters for Tech cards, Fighters/Resource icons on Tech cards, Recon, Reparations, and Replenishing slots... I might like to expand on those concepts in Exotic. Of course, I would also like to ensure that Exotic is playable without Escalation as well...
I'm also considering all kinds of new types of things for Tech cards. For example, I would like to create a run of tech cards who's action is, in effect, boost-able. For example:
Unnamed Metallic L2 Warfare Tech Action
Action: Collect 1 Fighter for each [Warfare icon] in your empire (you may play [Warfare icons] from your hand).
In effect, an Action that acts like a Warfare role. I can see this for each of the standard Actions:
Unnamed Metallic L2 Survey Tech Action
Action: Recon the Planet deck for "X" where "X" is the number of [Survey icons] in your empire (you may play [Survey icons] from your hand). Take the top Planet card and put it into your Empire, face down.
Unnamed Advanced L2 Research Tech Action
Action: Choose 1 Technology card who's Prereqs you satisfy. If you pay its cost with [Research icons] in your empire, put it in your hand (you may play [Research icons] from your hand).
Unnamed Advanced L2 Trade Tech Action
Action: Trade 1 Resource for each [Trade icon] in your empire (you may play [Trade icons] from your hand). Collect 1 Influence from the supply for each Resource traded.
Unnamed Fertile L2 Produce Tech Action
Action: Produce 1 Resource for each [Produce icon] in your empire (you may play [Produce icons] from your hand).
Unnamed Fertile L2 Colonize Tech Action
Action: +1 Colony. You may place [Colonize icons] from your hand under Planets in your empire as Colonies.
The impetus for this was new wording on a tech card I had in mind for Exotic:
Exotic Efficiency:
Action: For each [Exotic icon] in your Empire, Draw 1 card or remove 1 card in hand from the game.
There's an open question as to how big this expansion should be. I believe the original plan was to have mini-expansions, which wouldn't cost terribly much, and would fit in a box the size of The Resistance (about 4"x6"). In that respect, a couple of tiles and a small handful of cards would be enough. but will that significantly impact game play enough to warrant having it? I am very happy with the effect on game play that Escalation provides. I would be disappointed if Exotic didn't deliver on that front as well.
On the other hand, perhaps Exotic could be a smaller mini-expansion to tide things over while I work on the next more significant Agenda expansion I've had in mind all along. I'll keep that in mind as I revisit Exotic.
Here's a question... would it be acceptable to have a subset of cards in Exotic that are for use only if you also use Escalation, and if you don't have ESC (or don't care to use it) then you just leave those cards out? Leave a comment and let me know what you think, and any other thoughts you have on integrating one expansion with another (in addition to integrating with the base game, obviously).
As a sort of recap, I'll briefly mention that the main thrust of the Exotic expansion is a new planet type. Thematically,
the players have finally left the recognizable portion of the universe
and are running into exotic planets with alien life and technology. So
far all of the "characters" we've seen have been human, the aliens will
likely be humanoid but decidedly foreign and not human.