Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Saturday, January 11, 2020

All For One revisited -- again

It's now been about 17 years since David Brain first sent me a prototype copy of All For One, can you believe it?


The last time I had played the game was maybe back in 2012 at a protospiel event. I might have played it one more time since then, but to be honest, I don't remember if I did.

Well, I decided to bring it back to life at my last weekly playtesting session of 2019, and since I didn't remember what changes I was considering, we played it as-written (circa 2012). Then we discussed the game, and I brought it back out today, and played 2 more games, with some significant changes. Good news: I think the changes were for the better!

Since it's been so long, I'll run down the basic rules as I'd write them as of right now:

Setup:
As before, place the plot tokens and character figures in their home spaces on the board. 
Shuffle mission cards and deal 4 to each player. 
Give each player a reference mat and 1 One For All card. 
Deal each player a secret goal card (using only the ones for the appropriate player count).
Set a pile of VP tokens in a supply
NO GUARDS AT ALL

Game play:
On your turn, you have an Action phase and a Draw phase. 

Action phase:
During the Action phase you can do any number of actions from the following list, in any order (most are limited to 1x/turn):
a1) Move (1x/turn): Choose any 1 character and move them up to 3 steps. You may double back, but you must stop the move action upon encountering another character. If carrying a Horse, may choose to have the character ride instead, moving exactly 4 steps, jumping over tokens and figures.
a2) Pick up tokens: While moving, you may have the moving character pick up any number of tokens in the spaces you visit by discarding 1 card for each. Note that when riding, you may not pick up the tokens you jump over. Characters have no capacity limit. (you may pick up the a token in the location of another character you encountered - wording above might make it sound like you can't since I said the move action ends)
ONCE PICKED UP, TOKENS ARE NEVER DROPPED. In order to move them to another character, a Demand action is required (see below)

b) Demand a plot token (1x/turn): If 2 characters are in the same location, you may have one of them demand a plot token held by the other. In this case, a duel ensues to determine the outcome. Note: You do not have to use the same character that you moved - more than 1 character can act on your turn.

c) Complete a mission (1x/turn): Choose a character. If the conditions of a mission card in your hand are met, you may complete the mission with that character (some missions require a specific character to do them). Receive points based on the type of mission and the tokens you deliver (see below), and then bump 1 of that character's favored story tracks per token delivered (max 1 bump per track per mission). ONCE A TRACK HAS MAXED OUT, IT'S COMPLEMENT TRACK IS ALSO LOCKED IN AND NO LONGER MOVES.
c1) Duel missions: 3vp (and draw 1 card)
c2) Character delivery (either/or): 4vp for 1 token, 6vp for both
c3) Any Character mission (2 req'd): 5vp
c4) Standard delivery (req'd/bonus/bonus): 4/6/8vp for 1/2/3 tokens

d. Play One For All card for some effect:
d1) Play when completing a mission to gain an additional 2 VP
d2) Play when picking up tokens to cover the discard cost of all pickups this turn (so max 3 tokens, since you can move up to 3 steps)
d3) Play during a duel for 3 offensive moves (or during another player's turn for 0 offensive moves, but you get it back immediately)
d4) Play during the draw phase of the turn to draw 2 additional cards
d5) Play to immediately end your turn (skipping the draw phase) and start another. This allows for a 2nd move action, a 2nd demand action, or a 2nd mission.

Draw phase:
Draw 2 mission cards from the deck.
You may play One For All to draw 2 additional cards.
Then reclaim your One For All card.
Max hand size = 8 cards (including One For All). If you have more than 8 cards, discard mission cards until you have only 8

Game ends when all 3 story tracks are maxed out

Duels:
Duels between characters are triggered by Demand actions and by Duel missions. In any case, when you trigger a duel on your turn with a character (the one making the demand, or one of the two in the duel mission), you choose one of that character's story tracks to fight for. Announce the chosen character, the nominated track, and if applicable the token being demanded (and maybe from whom, to help other players out).

All players must play 1 card simultaneously, then reveal. Blue cards are worth 1 offense (2 if it's that character's signature move), red cards are worth 1 defense, white cards (riposte) are worth 2 defense. Add up all offense and all defense. If there is more offense than defense, the the duel has been WON. If there is more defense than offense, the duel is LOST. If there is the same amount of offense and defense, then the duel is TIED.
If WON: NOMINATED track is bumped. Token IS moved in the case of a demand.
If LOST:  OPPOSITE track is bumped. Token IS NOT moved in the case of a demand.
If TIED: NO track is bumped. Token IS moved in the case of a demand.

One For All card played by active player is worth 3 offense.
One For All card played by any other player is worth 0 offense, and they get it back immediately.

Abilities and Signature Moves: as before. Aramis' ability to avoid guards must change (since there are no guards now): You may discard a card to move beyond another character. If that proves too useless, maybe it doesn't need to cost a card.

--- End Rules ---

So the big differences from before are:
1. No guards at all
2. 8 card hand
3. Draw 2 cards per turn instead of 1
4. Pay cards to pick up tokens (making that more intentional)
5. No such thing as dropping tokens or hand-offs, it's all just demand actions
6. No "active character" for the turn - you can act with different characters in a turn (move Aramis, demand with Athos, complete a mission with MiLady)

And to clean up some exceptions:
7. Make all Meeting missions into Duels (so they're all the same)
8. Allow riding a horse over dashed lines (ferry crossing and catacombs)

Both 4p games we played today took about 60 minutes, and this mix of rules seemed to work really well.

I added a few connections on the map, and I think a few more might be in order. Might want to sort of revisit the whole map and also the mission cards to make sure that (a) named locations are sort of evenly spaced out (ideally not less than 4 steps between any 2 named locations), and (b) based on token starting locations, no missions are doable on the first turn (at least not without using the One For All card for extra actions)

Due to the higher hand size and extra card draws, the deck almost ran out in our 4p games, and I suspect for 5 players it would definitely run out, so more missions are needed. I'd begin by making more missions with Horses as required or bonus tokens.

I think this is a big improvement over the previous version with respect to fiddliness and rules overhead. It feels good to see some progress on this game -- the biggest disappointment of my game design career is that nothing has ever come of this game.

Monday, February 12, 2018

Skye Frontier v2.0 -- playtest, thoughts, tweaks, and rules

I've posted before about my Isle of Skye / King of Frontier mashup (code name: Skye Frontier). It's one of those designs I made a prototype for, played several times, liked a lot, and showed some promise, but has sat on the back burner for a long time. Looking at my previous posts, it looks like I haven't touched the game in 2 years (almost to the day).

But that doesn't mean I haven't thought about it! Once in a while (usually on airplanes) I peruse my design notebook, and I come across my notes for Skye Frontier, and I think "you know, I should really revive that one." So last Friday as I dashed out the door to AZ Game Fair (#AZgamefair18), I decided to bring it along, just in case.

I had a good time at AZ Game Fair, played a handful of games, tested 2 prototypes, sat on a game design panel, and got to do a little escape room. I might write up a bigger con report for AZ Game Fair, but this post is specifically about Skye Frontier, so let me skip right to that playtest.

Sunday morning, John and Kara Morgan were up for a game, and actually asked if I'd brought anything to test, so I thought "what the heck," and pulled out Skye Frontier. While setting up the game, it occurred to me that I didn't have my 8.5x11" player boards (that don't fit in the Isle of Skye box) with me -- I'm not actually sure where they are at the moment. Bummer.

But I didn't let that deter me! I decided to just try the game without player boards. The purpose of the player boards was really to actually help players complete their regions (and because King of Frontier had one, and I was starting from that), but I didn't see a problem playing without them. And after this test, I'm not sure I need them at all -- I think I'll leave them out! Mark this down as another one of those accidental development discoveries :)

The major things I remember needing work were the luck-of-the-draw inherent in the Explore action, especially with respect to scroll tiles, and maybe some specifics of the build action. So this test I tried one of the ideas that came up before... I separated out the scroll tiles and made a separate supply of those, sorted into piles of 4/4/3/3, and you could claim one as a prize for completing a region of size 3+/4+/5+/6+. These small piles were laid out, so you'd be able to choose any of the tiles that happened to be in one of the piles you qualified for. So if you completed a size 3 region, you'd get one of the first 4 scroll tiles (while they last), and if you completed a size 6 region or bigger, you could claim any remaining scroll tile you want. That worked pretty well, but there was still a question of whether those tiles needed to cost extra for having scrolls on them (and potentially being worth big points).

I had been scoring the scrolls just like Isle of Skye: full value of the scroll, doubled if its region was complete. An easy nerf would be to ONLY score scrolls if the region is complete, otherwise it's simply a tile that might help your geography. I think that's probably a good nerf no matter what, so I'll be trying that going forward.

After playing though, I have a different idea I'd like to try...

The other tweak I'd made was the resolution of the Explore action, I liked the idea of the original rule: either grabbing the tile you want from the display, or drawing 2, keeping one, and adding the other to the display. I like the thought that you get a better choice, but you're adding options for opponents as well. However, it definitely could have some luck of the draw involved. And the original privilege of getting to go again (getting 2 tiles in a turn) I think is what led people to choose that role too much. A combination of that, automatic building, and auto-production when completing regions meant that you really only needed this one role to do all the game action, and that's just silly.

So this time I tried this... You start with a display of 4 (maybe N+1) tiles. When someone explores, everyone gets to take one of those tiles in turn order. Your privilege for choosing Explore is that you got to draw 2 tiles from the bag, and could take one of those instead if you wanted to. The idea being that everyone gets a tile, and you get first pick, and more options to choose from.

Next time I want to try expanding on that a little bit... I'd like to layout 4 (or N+1) tiles, as well as 3 or 4 scroll tiles from a separate scroll tile stack. Then the Explore action would be that in turn order, players each take 1 non-scroll tile from the display, and your privilege is that you can take one of the scroll tiles (or the face down top tile from the deck if you prefer) instead.

This way, you get scroll tiles by calling Explore, and they only score if you complete their region, so you have to do some work to get points out of them, I'll make them cost something to build (any 1 cube, or maybe 1 of each cube?) as well. That way when you call Explore, you get first pick, about 2x the options for tiles, and access to the ones that could score points.

One thing I did like about the original rules was the speed and elegance of building right when you take the tiles. I might like to try that again -- when you explore, if you have the cubes, you build the tile right into play. If not (or if you don't want to build it yet), you put into storage. Then you use the Build action to put it into play later.

Speaking of the Build action, after a bit of hemming and hawing, I think I would like to try "everybody may pay to build 1 tile," and your privilege would be that IN ADDITION, you may build 1 tile for free. So if you get tiles you can't build, you can either choose build to build them for free, or you can produce resources so that you can pay for them when someone else builds.

Another tweak or two... At first I didn't start players with any resources. Then I tried starting them with 1 of each cube. I see a note saying "never mind, don't do that," but I don't remember what was good or bad about it. In an effort to jump start the game a little bit, I think I'll try starting with resources again.

In fact, I might also start the game with a reverse turn order draft of N (or N+1) tiles, which you get to put into play attached to your castle, and then a resource on every space in your little domain. This way maybe players won't start with EXACTLY the same resources (though maybe pretty similar).

So here's the latest rules draft as of feb 11, 2018:

Skye Frontier: An Isle of Skye/King of Frontier mashup

v2.0 By Seth Jaffee 2/12/18

Setup:

1. Lay out 4 scoring tiles at random.
2. Shuffle the 14 scroll tiles and lay out 4 face up next to the face down stack (3?).
3. Mix the rest of the landscape tiles in the bag and draw out 4 face up beneath the scroll tiles (N+1?).
4. Create a supply of 15 coins per player in the game (so 30/45/60). Set aside more coins for after game end triggers. When this supply is exhausted, the game end will trigger. Each coin will be worth 1 point at the end of the game.
5. Create supply piles of blue, green, and grey cubes.
6. Randomly select a start player and give them the turn marker. They will begin the game as start player.
7. Give each player a castle tile. Reveal N+1 tiles from the bag, and in reverse turn order, each player takes one and puts it into play attached to their castle (landscapes must match, roads need not). Return the unchosen tile to the bag.
8. Each player may produce 1 time in each of their areas before the game begins.


You are ready to begin!

Each round, the start player will choose a role from the list below and each player in turn will resolve that role. For choosing the role, you'll get a privilege. Then the turn marker will pass to the left, and the new start player will choose a role.

Roles:

Explore
Choose one of the 4 face up landscape tiles (NOT the scroll tiles). You may build it if you can pay the cost (see below). Otherwise, set it aside in your storage area, you may build it at a later time.

Privilege: As the start player, you may choose one of the face up scroll tiles instead if you wish, or take the top tile from the face down scroll stack. 


Build 
Take a tile from your storage and place it onto your board, paying cube costs (see below).

Completing a region:
When building results in completion of a region (capped off on all sides with matching landscape throughout), immediately take N-2 coins from the supply, where N = the number of tiles in that region. For example, completing a size 3 region is worth 1 coin, while completing a size 6 region is worth 4 coins.

Note: You are allowed to place tiles such that the landscapes do not match. When a tile is placed such that landscape edges do not match, neither of the non-matching regions will ever be considered "complete".

Note also: You are allowed to place tiles such that roads do not connect. Roads are not landscapes, they do not delineate regions, and they do not count as matching or non-matching for purposes of building.

Costs of placing a tile on your board:
Pay 1 green cube for each Sheep, Yak, or Farm on the tile,
Pay 1 black cube for each Tower or Barrel on the tile,
Pay 1 blue cube for each Boat or Lighthouse on the tile,
Pay 1 cube of any color for each non-matching landscape edge,
Pay 1 cube of any color for each scroll on the tile.

For the purposes of building, you may pay 2 (3?) coins in lieu of any cube.

Privilege: In addition, as the start player you may build a tile, paying only for non-matching landscape edges -- ignore other costs.


Produce
Choose a landscape region and add 1 cube from the supply onto each tile in that region. Fields get green cubes, Mountains get black cubes, and Water gets blue cubes. Tiles may hold more than 1 cube (limit 3 cubes max per tile?).

Privilege: As the start player, you may produce in a 2nd region.


Trade
Choose a landscape region to trade from.

For Fields and Mountain regions: For each tile in that region that connects back to your castle via roads, you may discard 1 cube from that tile to collect 1 coin from the supply.

For Water regions:  For each boat in that region, you may discard a cube from anywhere in that region to collect 1 coin from the supply.

These coins will be worth 1 point each at the end of the game.

Privilege: As the start player, you may trade in a 2nd region.

Game End:

The game is over at the end of a turn in which the supply of coins is exhausted, or when the tile bag is empty. At that time, each player should calculate their score to see who wins. Points come from:
* coins collected via trade or completing regions are worth 1 point each,
* scrolls on your player board that are in completed regions are worth points based on their scoring condition,
* Consult the end game scoring tiles for bonuses conferred by each.

Tuesday, November 14, 2017

Latest and Greatest EmDice (Eminent Domain: Chaos Theory) prototype files

For those following along, or those who are interested in following along, I thought I would post the latest and greatest prototype files for EmDice. Some years ago people printed and played the game. For those people, you'd only really need to do two things to update your copy:

  1. Print the new tech board, 
  2. Mark the dice to change the Produce and Trade sides to Produce/Trade and Politics.

The planets and resource/fighter tokens remain the same.

And if you would like to play with 5 players, you will need to create 7 more dice and 12 more resource/fighter tokens.

Eminent Domain: Chaos Theory prototype files (v2.1)
Fighter/Resource/Influence Tokens

And for those interested, but not enough to download files, I'll paste the up-to-date (as of November 2017) rules here:

Chaos Theory: the Eminent Domain dice game
V2.1 11/14/17


Components
35 Role dice (6/player + 1/player for Oversight Committee)
36 Planet tiles (12 of each Advanced, Fertile, Metallic)
+/- 60 Fighter / Resource / Influence tokens
1 Draw bag
1 Tech board
25 Tech markers (5 in each player color)

Setup

  1. Set the tech board in the center of the table.
  2. Place 1 die per player near the Oversight Committee tech space.
  3. Shuffle all planet tiles in the draw bag. Draw 5 planet tiles and place them FACE UP above the Survey slots on the Tech board.
  4. Each player takes 6 dice and rolls them into their empire.
  5. Each player takes 1 start planet at random and places it FACE DOWN in their Empire. Return unused start planets to the box.
  6. Each player takes the tech markers that match their start planet border.
  7. Determine a Start player via any method you choose.


Game Turn
Players take turns choosing roles in order to Survey new planets, Settle or Attack them, Produce and Trade resources, and do Research. On your turn, do the following:

1. Choose a Role. 
There are 6 roles to choose from (Survey, Warfare, Colonize, Produce, Trade, Research). You may freely choose any role.

2. Boost the Role.
You may use any number of your active dice with symbols matching the role symbol to boost the chosen role. Place any used dice into your Used pile.

Roles may also be boosted with role icons on face-up planets or techs you own. You also get a leader bonus of +1 role symbol (+2 Role Symbols for Survey, or -1 Warfare cost for Warfare if you choose to attack).

3. Resolve the Role.
Carry out the effect of the role (see below for the effects of each role). Each opponent in turn order may choose to Follow or Dissent. Any dice used by a player to follow are placed in that player's Used pile.

  • Follow: An opponent choosing to Follow a role may use any number of their own active dice with icons matching the chosen role (as well as icons on face-up planets or techs owned by that player) to carry out the effect of the role for themselves. All dice used are placed in that player's Used pile.
  • Dissent: An opponent choosing to Dissent a role may re-roll any number of their active dice that all share the same symbol. This need not be the symbol of the chosen role! IN ADDITION, for each "Re-roll +1" ability that player has, they may re-roll 1 additional die, no matter what symbol it shows. This additional die MAY come from the active dice, or the Used pile!

Remember, whenever a die is used, it is placed in the Used pile!

Game End
Play continues until the last Fighter/Resource/Influence token is taken from the supply, or when there are not enough planets to fully restock the Survey display at the end of a Survey role. When the game is over, count the Influence and determine a winner:

  • Count 2 Influence for each face-up planet (+1 Influence bonus as indicated on some planets), 
  • 1 Influence for each resource traded during the game, 
  • 1 Influence for each Level 3 Technology (as printed on board), 
  • 2 Influence for each Level 4 Technology (as printed on board), and 
  • 3 Influence for each Level 5 Technology (as printed on board) 

The player with the most Influence is the winner!

Roles
Survey (Leader bonus: 2 Survey icons)
Above the Tech board there is a display of face up planet tiles that cost 2/3/4/5/6 Survey symbols to take, with the rest of the planet tiles in a draw bag. Choose any of those planets you can afford, then slide the rest of the planets down. Do not draw a planet from the bag (or stack) to fill the missing slot yet! Restock the planets at the end of the role, after each player has followed or dissented.

Warfare (Leader bonus: 1 Warfare icon or -1 Warfare cost)
Collect 1 Fighter for each Warfare icon OR Attack a planet instead, at a discount of 1 Fighter.
When you Attack a planet, discard a number of Fighters equal to the Warfare cost and Flip the planet.
NOTE: Unlike the card game, in this game, you CAN Attack a planet when following! But of course, you do't get the leader bonus discount.

Colonize (Leader bonus: 1 Colonize icon)
Spend as many Colonize icons as the Colonize cost of a face down planet in your empire to Settle that planet.
NOTE: Unlike the card game, in this game, you CAN Settle a planet when following!

Produce (Leader bonus: 1 Produce icon)
Produce 1 resource for each Produce icon. You must store these resources on planets in your Empire. Each planet can store 1 resource. You may not produce more resources than you have planets to store them on (no sneaky triggering the game end when you cannot hold the resources!).

Trade (Leader bonus: 1 Trade icon)
Trade 1 resource for each Trade icon. When trading a resource, move a resource token from a planet in your empire into your score pile. Each of these tokens will be worth 1 Influence point at the end of the game.

Research (Leader bonus: 1 Research icon)
Pay the appropriate cost and satisfy the planet prerequisite to advance your Technology marker on one of the Technology tracks on the Tech Reference Board. There are 4 tracks on the Tech board: Advanced, Fertile, Metallic, and Diverse. The spaces in each track indicate the number of Research icons and planets required.

Each Technology confers a bonus of some kind, as indicated on the Technology board.

Monday, August 14, 2017

Automatown rules post

Automatown
A game of assembling automa armies
by Seth Jaffee
2-4 players, 45-60 minutes, ages 14+
V3.0 8-3-17

Components

1 Start player marker
4 Reference cards – 1 per player
21 Worker spot cards (poker size)
30 Blueprint cards (1/2 poker size)
1 Basic action card
36 Worker pawns
140 resource cubes:
   20 white
   10 each in pink, natural, light blue, and gray
   10 each in red, yellow, blue, and black
   10 each in clear red, clear yellow, clear blue, and clear black

Setup

  1. Shuffle the blueprint cards to create a deck. Place the deck near the turn order card, then deal out 3 blueprint cards face up in a line to the right of the deck. This is the supply of blueprints available.
  2. From the blueprint deck, deal 1 blueprint card to each player. You may look at your blueprints whenever you like, but don’t show your opponents.
  3. Shuffle the worker spot cards to create a deck. Place this deck below the blueprint deck, then deal N+1 worker spot cards face up in a line to the right of the deck, where N is the number of players in the game. These are the available worker actions.
  4. Place the basic action card to the left of the worker deck. This card is available every round.
  5. Randomly determine a start player and give that player the start player marker. This marker will pass clockwise at the end of each round.
  6. Sort the resource cubes by type and place them within reach of all players.
  7. Give each player a reference card and 3 worker pawns. Place the rest of the pawns in a supply pile within reach of all players. Return unused reference cards to the box.


You are ready to begin!

Gameplay Overview


You are a criminal mastermind, determined to take over the city, and then the world! To achieve this goal you will build an army of automata to do your bidding. As you complete robots, you will put them to work building more of your army. The first player to amass a force strong enough to take over the city will be victorious!


Turn Order



The game is played in a series of rounds. In each round, players take turns collecting, upgrading, and exchanging resources until they have used all of their workers and have passed. After all players have passed, the round ends, and you’ll have a chance to spend your resources building new automata.



A Game Turn


Placement Phase: Send automata to collect, upgrade, swap, and trade resources

On your turn, you will place 1 or more automata onto a worker spot card, your reference card, or the basic action card and resolve its effect immediately.

  • Worker spot cards have 3 tiers, and when sending your automata to a card, you must use the lowest unoccupied tier. [NEW: No you don't!] The first tier requires 1 worker pawn, the 2nd tier requires 2 worker pawns, and the 3rd tier requires 3 worker pawns. When sending workers here, resolve the effect of the tier immediately. Each tier on a worker card has a similar effect, but gets stronger at the higher tiers.
  • Reference cards also have 3 tiers. The first tier requires 1 worker pawn, the 2nd tier requires 2 worker pawns, and the 3rd tier requires 3 worker pawns. When sending workers here, take one of the available blueprint cards into your hand and replace it from the deck so that there are always 3 blueprints available.
  • The basic action card does not have tiers, and is not limited – any number of worker pawns may be placed here. Unlike other worker cards, you only ever place 1 worker pawn at a time on the basic action card. When placing here, immediately take one of the available rewards of your choice: 1 white cube, 1 swap, or 1 upgrade.

When placing automata, you may also use the abilities of your built blueprint cards, at most 1 card per automata placed. Turn the card sideways to indicate it’s been used.

When you are out of workers to place, you must pass. When all players have passed, the round is over.



Build Phase: Spend resources to build automata

All players may play the build phase simultaneously. Each blueprint card has a resource cost on it. You may discard those resources and place the blueprint face up in front of you. This represents an automata you have built. It counts as strength toward your score, gives you an ability to use and allows you to use more worker pawns in future rounds.



Note that the cost always includes 1 cube in each of 4 types of low/medium/high quality:
Pink/Red/Clear Red: Head

Natural/Yellow/Clear Yellow: Arms

Light Blue/Blue/Clear Blue: Torso
Gray/Black/Clear Black: Feet
White = scrap

For example, a red cube represents a medium quality head component.

Each card can instead be built using 4 white cubes. In this case, place the blueprint card face down in front of you. This represents a basic automata which provides 1 worker, 1 strength, and no abilities.

Note that for any given color, you may “overpay” by using a better quality resource of that color. For example, a “pink” cost indicates a low quality head piece. This cost may be paid with a pink resource, or a red resource (medium quality), or a clear red resource (high quality).

On the same note, a black resource may be used to pay a cost requiring black, gray, or white, but not clear black, and not yellow.

This also means that the “4 white” cost on the back side of the blueprint cards can be paid with ANY 4 cubes.

You may build as many automa from your hand as you can afford during the build phase.

[NEW: Try allowing builds whenever you want, so doing it during a round would get you a new worker pawn immediately!]

Reset Phase: Reset the game for the next round
Do the following to prepare for the next round:
  1. Remove all worker pawns from the worker cards and return them to the supply.
  2. Discard the rightmost worker card, slide the rest to the right 1 space, and deal a new card from the deck in the last space. In a 4 player game, instead discard the last 2 cards and replace them.
  3. Count the number of workers on your blueprint cards in play and take that number of worker pawns from the supply -- plus 3.
  4. Count the strength of each player’s army. If anyone has reached 15 or more strength, then the next round will be the last.

Game End and Scoring


At the end of each round, count the strength of each player’s army. When a player has 15 or more strength, the game will end at the end of the following round. At that time, count your strength again.


The player with the highest total strength wins! In the case of a tie, the victory is shared.

[NEW: Maybe end immediately, if you can build whenever?]

Playtesters:
Guy from Raytheon (v1.0)
Tony Ewing (v1.0, V2.0)
John Haremza (v1.1)
Michael Brown (v1.1, 2.0, 3.0)
John Heder (v2.0)
Becky Pusch (v2.0)
Staci (v3.0)
Jordan (v3.0)



Tuesday, November 10, 2015

Deities and Demigods - v1.0 rules (first play tonight)

Deities and Demigods
A game of epic adventure
by Seth Jaffee and Matthew Dunstan
2-4 players, 45-60 minutes, 10+

Components
7 board segments (each made up of 7 hexes, some water, some land)
4 sets of player pieces (1 player board, XX troops, XX boats, 6 devotion markers, 6 minimum devotion markers, 1 initiative marker, 1 starting city tile, 8 building markers)
32 Building markers (8 each in 4 player colors)
12 Quest tiles
XX Building cards (obtained by erecting buildings)
XX Artifact cards (Artifact cards are like weak buildings, require less devotion to build, and don't take up space in the cities)
1 Pantheon board (with space for deity cards, initiative track, and Underworld)
XX Deity cards (Zeus, Ares, Poseidon, Hermes, Hephaestus, Hades)
8 Starting Olympus cards (Zeus, Ares, Poseidon, Hermes, Hephaestus, Hades, 2x Hera)
XX Favor tokens (worth 1 VP each)

Setup
1. Shuffle the 8 starting Olympus cards to create the Olympus deck.
2. Place supply of deity cards on the pantheon board.
3. Randomly stack the turn order markers on the 6th space of the initiative track. This will determine order of play each round, with the marker farthest ahead on the track playing first, and the topmost marker in a stack playing before lower markers in that stack.
4. Give each player a player board and pieces of their chosen color. Devotion markers and minimum devotion markers go on the indicated starting spaces for each deity.
5. Place the 7 board tiles, random side up, in random orientation. Ensure that each city has at least 3 nodes that are not on the edge of the board.
6. Randomly draw a quest tile and place it on the quest space of each board - return the 5 unused quest tiles to the box.
7. In reverse turn order, each player should place their starting city tile adjacent to the board.
8. Place X troops/boats in the Underworld section of the Pantheon board, Y troops/boats on your starting city tile, and the rest into the supply section of your player board.
9. Shuffle the artifact and building cards separately and place them below the pantheon board. Deal out 3 cards from each deck into a face-up supply.


Gameplay
Deities and Demigods is played in a series of cycles through the Olympus deck, and each cycle consists of a number of rounds. To begin each round, reveal the top card of the Olympus deck. In turn order each player will have the opportunity to interact with the revealed card - either donating gold to increase devotion to that deity, or cashing in their devotion in order to access the action granted by that deity. After the last card of the Olympus deck is resolved, shuffle the discards and the next cycle begins. The game ends at the end of a cycle when any of the following triggers occurs:
  • One player has placed all 8 of their building markers into play
  • All 7 quests are complete
  • Either the artifact deck or the building deck is empty

Using the actions granted by the deities, you will maneuver your armies and fleets in an effort to complete quests and control cities. At the end of the game, favor will be awarded for quests completed, cities controlled, and buildings/artifacts built. Deity cards collected will confer favor bonuses based on your performance in certain areas of the game. The winner will be the demigod with the most favor.

Turn Order
Whenever required, play order will be based on the initiative track. The player with the marker farthest along the initiative track will play first. When multiple markers are stacked in the same space on the track, the order of play is from top to bottom of the stack.

A Game Round
To begin each game round, reveal the top deity card from the Olympus deck. In turn order, each player may either…
  1. Increase devotion to that deity, OR
  2. Execute the action of that deity.

Increasing Devotion
When you choose to increase devotion to a deity, pay 1, 3, or 6 gold in order to increase your devotion track 1, 2, or 3 spaces.
Anytime such an increase would take you beyond level 4 devotion (the top of the track), instead gain 1 favor token from the supply.

Executing a Deity Action
Each deity provides an action based on your level of devotion (level 1/2/3/4) to that deity. After executing the action, reset your devotion to that deity to the minimum level:

Zeus: Advance 1/3/5/8 spaces on the initiative track.
Hermes: Collect 1/4/8/12 gold.
Ares: Spend 2/6/10/16 movement points:
  • For 2 movement points, add a troop to the board in your home city or any node in which you have a building marker.
  • For 1 movement point, move an army (any number of troops) from one hex node to the next along the hex edges. Armies must always be on land or coast nodes. Non-mountain nodes cost 1 movement, mountain nodes cost 1+1 per unit in the army.
  • When moving into a node occupied by an opponent’s units, initiate a combat (see Combat, below)
  • Armies may not enter a space containing an opposing building.
Poseidon: Spend 2/6/10/16 movement points:
  • For 2 movement points, add a boat to the board in your home city or any city in which you have a building marker.
  • For 1 movement point, move a fleet (any number of boats) from one hex node to the next along the hex edges. Fleets must always be on water or coast nodes.
  • When moving into a node occupied by an opponent’s units, initiate a combat (see Combat, below)
  • Fleets may not enter a space containing an opposing building.
Hades: Return 1/3/5/8 units (troops or boats) from the underworld to your supply.
Hephaestus: Build an artifact or building based on devotion level...
  • Level 1: Build nothing.
  • Level 2: Build an artifact.
  • Level 3: Build a building at a city where you have a unit.
  • Level 4: Build an artifact AND a building at a city where you have a unit.
  • Each player may build at most 1 building in each city.
  • When building a city, move 1 unit in that node to the underworld.
Hera: Starting with the first player, each player may choose one of the following:
  • Add a deity card to the Olympus discard pile, paying the appropriate cost; or
  • Earn the favor of a deity from the discard pile, paying the appropriate cost; or
  • Gain 1 gold.
For each Hera card, only one player may choose to add a card to the deck, and only one player may choose to earn a deity’s favor. Any number of players may choose to gain 1 gold.
The cost to add a card to Olympus or to earn a deity’s favor is to move backward 4 spaces on the initiative track. You cannot go into negative on this track -- if you cannot move back 4 spaces, then you may not choose to add a card or earn favor.

Note: You may choose to execute a lower level effect than your current devotion level, but you still reset your devotion to the minimum after executing the action.

Artifacts and Buildings
Artifacts and buildings are cards that grant you immediate, single use, or permanent abilities. When executing a Hephaestus action you may choose an artifact if you have at least level 2 devotion, a building if you have at least level 3 devotion, or both if you have level 4 devotion.

In addition to game text, each artifact and building card has an icon on it which can be used in end-game bonus scoring.

Artifacts only require level 2 devotion to Hephaestus. Buildings on the other hand require level 3 devotion AND you must have a unit in a node adjacent to a city. When building a building, you replace a unit in a node adjacent to a city, moving that unit to the underworld. You may have at most 1 building marker in each city (including your home city) - you may not build in other players’ home cities.

Combat
You may move units into a space containing opposing units, but never into a space containing an opposing building. When you move into a space containing opponents’ units, a combat is initiated. The active player is considered the attacker, and the other payer is considered the defender.
  1. Check and resolve attacker’s Beginning of Combat effects
  2. Check and resolve attacker’s Beginning of Combat effects
  3. Remove units from both the attacker and the defender, one-for-one, until one of the players has no pieces remaining.
That’s it! Combat is over and you may resume movement.

Game End and Scoring
The game ends at the end of a cycle when any of the following triggers occurs:
  • One player has placed all 8 of their building markers into play
  • All 7 quests are complete
  • Either the artifact deck or the building deck is empty
Once the game end is triggered, add up your score from...
  • Favor tokens collected during the game
  • Quests completed (1/3/6/10/15/21/28 favor for 1/2/3/4/5/6/7 quests)
  • Matching icons on artifact and building cards (5 favor per 3+ icons of a kind)
  • Cities controlled (1 favor per building to the player controlling the most nodes)
  • Deity cards in your tableau (see below)

Quest scoring:
Score 1/3/6/10/15/21/28 favor for 1/2/3/4/5/6/7 completed quests.

Artifact/building icons:
There are 6 icons that appear in the upper left corner of the artifact and building cards. For each icon, you may score a 5 favor bonus if you have 3 or more of that icon.
Control of cities:
Each city has a number of nodes adjacent to it. The player with units in more nodes than any other player controls the city and scores 1 favor for each building in that city.
In the case of a tie for controlling nodes, then the tied player with the most total units in those nodes controls the city. In case of further tie, all tied players split the available points evenly (round up).

Favor of the deities:
Each deity card in your tableau confers favor for a certain condition:
  • Zeus: 4 favor - 1 favor per player ahead of you on the initiative track.
  • Hermes: 1 favor for every 3 gold.
  • Ares: 1 favor for each city controlled.
  • Poseidon: 1 favor for each quest completed.
  • Hephaestus: 1 favor for every 2 artifact/building cards.
  • Hades: 5 favor - 1 favor per unit in the underworld.

The player with the most favor wins! In the case of a tie, the victory is shared.