Tuesday, 30 April 2013

MM: Development Ideas

GENERAL IDEAS

Alternative action rounds

Alternative action rounds to reduce player downtime and make the game more 'simultaneous'.

Each player must take one action in turn.



The "Card" Action would be (a) Play a Fate card effect, or, (b) Activate an area to take an action in (build unit(s), attack, move into). This action would end when you have played your fate card effect or have finished with an activated area.

Calculating Fate Points to add to the VP Track would be part of the 'End Turn' Action.

Others...

Combat card - allow defending stack to bypass attacker and attack original area of attacker.

Pre-placed fate cards under unit cards that act as pre-played defence. Could be a bluff if not a combat card.

Optional Rule: Spend 2 mana for +1 in combat up to max 8 mana  for +4.

Optional Rule: Beat defenders in a combat, get a fate card (if playing with items, get an item)

Add a simple 'calculator' for winning.

Fate Card unit: Faerie vampire - leech mana from an opponent.

Optional Rule: Least mana goes first each turn.

FOR EXPANSIONS / ADVANCED VERSION?

Spell mechanism:
Get one spell card blind from deck for each spellcaster deployed
Or pick spells to buy. Cost to buy will be cheaper than cost to cast
Mage, Witch, Spell Fumbler, Hedge Mage - various chances of backfire
Spells: Enchant / Unenchant?
Spell: Retreat before combat
Spell: Force Attack
Spell: Stop Attack
Spell: Stop Move
Spell: Force Move
Spell (ability?): Retreat before combat
Spell: Square go - call out one character for one to one combat
Spell: Summon Sea Troll, can move two sea areas, immune to Maelstrom effects, 5/2/-2, mana cost to cast = 3?
Spell: Summon Tomte, 0/2/0, no cost to cast / summon
Spell: Haud yer weesht - no human character bonus in combat

Technology:
Floating City
Flying City
City Walls




Saturday, 6 April 2013

MM Standard Game: New Fate Cards


New Fate Cards

New Fate Cards to replace the old weather cards and the drowned land. These are being changed based on playtest feedback. New Fate card images to follow.


Here is a PDF list of the current Fate cards, with cards for replacement shown.

The current Fate Card images are here.


1. Fate Card 001 (Purple) - Was Rain.
2. Fate Card 001 (Green) - Was Rain.
3. Fate Card 001 (Yellow) - Was Rain.
4. Fate Card 001 (Blue) - Was Rain.
Foiled! - The Norns take an interest for some obscure reason. You may prevent one opponent from the playing of one newly declared fate card for the duration of their turn. The target card remains in the players hand, this Foiled! card is discarded on use.

5. Fate Card 002 (Green) - Was Dreich.

6. Fate Card 002 (Red) - Was Dreich.
Snow Hag - STR2, Character. Can drain mana from one character, place token on victim and you score their mana value on your turn and not their owner on theirs. Ice player characters are immune.

7. Fate Card 003 (Red) - Was Snow.
Faerie sell-sword. STR 5, Character. She's strong, tough and skilfull. Once per combat can be bribed to swap sides at cost of 2 mana or stopped from doing so for 3 mana. After the battle, normal stack limits apply and, if exceeded, the sell-sword must be moved to your player reserve.

8.  Fate Card 004 (Yellow) - Was Thunderstorm.

Ancient pathways.  You may move any two units anywhere within the areas you currently control.

9.  Fate Card 005 (Purple) - Was Fog.
Sea Hag - STR3, Character. If she rebels, then she buggers off (loses two health) as she is difficult to control, can move two areas with stack if one of them is sea, immune to Maelstrom effects. Can drain mana from one character, place token on victim and you score their mana value on your turn and not their owner on theirs.

10.  Fate Card 006 (Yellow) - Was Haar.

11.  Fate Card 006 (Blue) - Was Haar.
Will-o-the-Wisp - draw one unit away from combat, unit loses one health, takes no part in combat, returns to stack after combat completed, but before any retreat.

12.  Fate Card 007 (Purple) - Was Sunny.

13.  Fate Card 007 (Green) Was Sunny.
14.  Fate Card 007 (Yellow) - Was Sunny.
15.  Fate Card 007 (Blue) - Was Sunny.
Rastler Tasler, as standard rules. First player to play one of these draws all others to them. Any player drawing a Rastler Tasler must pass it to the original deploying player who adds it to the set of cards they have.

16.  Fate Card 008 (Purple) 
Was Rainbow.
17.  Fate Card 008 (Green) - Was Rainbow.
18.  Fate Card 008 (Yellow) - Was Rainbow.
19.  Fate Card 008 (Red) - Was Rainbow.
Treachery - In combat, you may bribe one fate or army unit to join your side for the battle and beyond. This costs the unit strength in mana points. If you target an army unit, you must have one available in your reserve to substitute. After the battle, normal stack limits apply and, if exceeded, the treacherous unit must be moved to your reserve.

20.  Fate Card 022 (Black) 
Was Drowned Land.
Sea Troll - STR 6, Character. If it rebels, than it buggers off (loses two health) as it is difficult to control, can move two areas with stack if one of them is sea, immune to Maelstrom effects.

Monday, 1 April 2013

At last, four rounds in one easy evening session.

It has a taken a lot of fine tuning and messing with rules, but last week, finally, we had a three-player standard MM game that was concluded easily in one evening session.

IMG_4377

Playing time was about 3 hours (including general catch-up chat and rules ideas / discussion). This time, it was me, Allan and Mike, so 3 players, 15 minutes per player turn, with rounds of around 45 minutes.

I think this means that with 4 players who are not new to the game and minimal chat (latter might not happen with us lot) the game could be playable as 5-10 minutes per player turn, say  30 minutes per round and a four round standard game finished within approximately 2 hours.

We played with the most recent tweaks:


1. Fate Card draw is now 3.

2. Removed the weather Fate Cards, plus 'The Drowned Land' (see post on new replacements for these).

3. The stacking limit is now 3 including cities.

4. Defenders - deploy two defender tokens face down at start and when replenishing.

These changes made it easier to keep track of units as there less per area to manage.

The brain-freeze of early versions of the game has gone as there are now many fewer cards to make your choices from. 

Finally, defenders are much tougher, so need to be treated with more caution before piling in to the areas they occupy.

Brief game Summary

We were all pleasantly surprised by the tweaks helping the speeding up of play.

The stronger defenders led to cautiousness and much use of the Spy unit. 

Mike (Ice) did blunder into a Troll / Giant defender combination, but managed to defeat the defenders through the use of a Bhean-Sidhe Fate card in combat.

There were skirmishes between the Dark and Light forces, but no major fights amongst the three players.

The game ended with:

Paul (Dark) 193
Mike (Ice) 186
Allan (Light) 166

which was reverse player order.


IMG_4381
The end result in the centre of the board
Black managed to seize the Maelstrom as the last player, which was worth an extra 4 mana points, plus 2 points for the area and the deployed unit. Without this, the difference between first and second would have been minimal.