Najla and Nina were able to meet up between classes in the day. During this meeting a lot of effort was spent trying to strengthen the core of the games. The goal here is to focus more on the frantic feeling of barely stemming back the tide of
monsters.
As a major change, Najla and Nina experimented with throwing out money as a resource. After playtesting, they reported finding that having to
calculate money takes you out of the experience of fighting monsters. It was proving to be distracting and difficult to remember. The rest of us have since agreed wholeheartedly with their conclusion. The group further concluded that having powers of 10 or going by
2/5/10 increments wasn't going to help because there are just too many tourists on
the board for us to keep track. And the
counter, while cool, wouldn't really help with keeping track of how many
tourists/how much money there were. Even rotating
that would get annoying after each round since rounds go fairly quickly. We are keeping the counter to keep track of
how many rounds though.
Board will have double (20) space for future testing.
New Test Goal: Ensure tourist count does not reach zero
(Having total number of tourists at beginning and then
having them dwindle down makes it so that there is a rising tension as the game
progress. A playtest by the group later that afternoon proved that things felt very static and there seemed to be
quite a bit of down time for all the players)
New Round Order:
-draw an event card and play it immediately. last for
whole round then discarded.
- roll a d4 to see how many monsters escape this round.
- monsters move (roll d10)
- players move (roll d6)
- if player and monsters occupy the same enclosure, they
fight each other
- players may choose to buy an equipment card
-escaped monsters stay on the board if they have not been
captured
Movement
Monster Mvmt
-monsters, if on the board, move at the beginning of
every round
- roll the d10, monsters move via the corresponding path
on the die
- if the space they are on does not have the rune that
the player has rolled, the monster does not move
-how far they move is determined via their speed stat
Player movement
-is dictated via speed stat on card
-not limited in where they can move. Players can move to
any space as long as they are connected by a pathway
- players do not have to move the full amount their stat
says
-if a player moves into the same space as a monster, they
must engage the monster in combat
Monsters Eating
Tourists
- monsters immediately start eating tourists if they
exist on the same space
-if a player is on the same space as a monster and
tourist, then the monster does not eat the tourists and instead engages in
combat with the player
-how many tourists they eat each round is determined by
their appetite stat on the card
-when tourists have been eaten, flip them over to their
black side and leave them in the enclosure. They are now a dead body.
Engaging a
Monster
-to subdue a monster and send it back to its cage,
players must engage them in combat
- they must have a higher total strength than the monster.
The monster wins ties.
-to determine whether they win players roll a die. Add
the die roll to their stats and equipment cards (if applicable)
-to determine what the monster gets, roll a die and add
that to their stats. Monsters are also buffed by dead bodies (See monster
buffs)
-you may team up against a monster (see teaming up
against a monster)
-defeated monster cards are discarded
Teaming up
Against a Monster
- players may team up against a monster as long as they
are all on the same space
- players do not add up their stats against a monster but
fight it one after the other
- a monster rolls a die against each player
- if one player fails to win against a monster, their
avatar is turned on its side and they are unconscious
- damage against a monster keeps on the monster as it
confronts another player
- if the monster is defeated by any of the players in the
space, all the other unconscious players are now revived
- if all players fail to defeat the monster, they all
lose the encounter
NEEDS MUST GIVE AN EXAMPLE BECAUSE THIS IS KINDA
CONFUSING.
Losing a
Monster Encounter
-if all the players in the space with a monster lose
combat, they are sent back to the parking lot and must skip their next turn
-if they have equipment cards, they must return all but
one of them to the equipment deck.
Leading
Tourists
-if player is on a space that has a path to the space
tourists are on, the player may attempt to lead the tourists toward them.
-2 points are needed to lure 1 tourist away. thus to lead 6 tourists away the player needs
a total of 12 points
- roll a d6. add the roll to stats and equipment
Monster Buffs
- Every tourist eaten gives a permanent +1 to all the
stats of the monster that ate them
- dead bodies give +1 to any monster that comes into that
enclosure (excluding the monster that ate them who already has a +1)
Losing the Game
-if no player is on the board and all are recuperating in
the parking lot, they lose the game
- if tourist count goes to 0
Equipment Cards
-players must sacrifice 1 tourist to get an equipment
card
-only 5 cards per player
- you can only play 2 in combat with a monster
-when players want to purchase an equipment card during a
round, they must declare it
- players who announce their intention to buy an
equipment card then draw 3 cards from the equipment card deck and then choose 1
they want to keep
- the 2 equipment cards not chose go to the bottom of the
deck
Players with high charisma have high speed. Players with high strength will have a low
speed. This makes it so that high
charisma players have a role of leading tourists around and are only a temp
fix. Slower, powerful players have to
move into the area to permanently capture monsters.
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