Jump to content



Photo

some "expansion" ideas....


  • Please log in to reply
26 replies to this topic

#1 rapatpamp

rapatpamp

    Member

  • Members
  • 154 posts

Posted 17 September 2009 - 07:38 AM

When ppl take about an expansion its like new boards ect , I personally think this game would benifit from an expansion in the future but defenitely not a new board. My idea is add to what we already have meaning new versions of the gods (new dial advancement , draw phase , even minions) , new cards for each god , new old world cards , and you can always add a little without changing what already works.

One idea I have is a "new" game mechanic - 1 per game abilities. Lets be honest we "play" as gods but it doesnt seem like they really get involved in the game too much , sure they have thier ways of winning but no real impact themselves.

E.G. Khorne-Once per game for each area that you have a minion in you may destroy a minion to destroy an opponents minion of the same type (cultist destroys cultist , ect) this does not advance you victory dial.

E.G Nurgle-Once per game goto each area and add up your corruption there , for every 2 corruption you have there you may gain 1 corruption this does not advance your victory dial. If this would cause the area to become ruined you may choos to ruin that area immediately or wait to check for ruination.

E.G Tzeentch-Once per game for each area that there is at least 1 warpstone you may place 1 warpstone in that area or move a warpstone to an adjacent area , this cannot cause more than 2 warpstone to be in each area.

E.G Slaanesh-Once per game for each area that contains 1 or more peasants you may chane 1 peasant to either a noble or a hero , or move 1 noble or hero to an adjacent area.

One other idea is your upgrades , I have an idea for "high risk" upgrades meaning better reward but higher risk to play.

E.G Nurgles cultists-Your cultists provide you with 2 corruption each but you maynot have more than 2 cultists in any one area , costs for you to play them would be increased to 2.

That the only example I have off the top of my head for those so far.

Then Old World cards.

Cleansing the World - Roll a die , whatever the number that appears place an event marker in the region worth that many victory points (most corruption breaks ties) do this 3 times total , at he end of the battle phase all corruption is removed from any area containing an event marker. A rolled 6 means no marker.

I am thinking of some other cards and such but these are just my thoughts. Thanks for any feedback.

 



#2 Gorehammer

Gorehammer

    Member

  • Members
  • 69 posts

Posted 17 September 2009 - 08:31 AM

rapatpamp said:

When ppl take about an expansion its like new boards ect , I personally think this game would benifit from an expansion in the future but defenitely not a new board. My idea is add to what we already have meaning new versions of the gods (new dial advancement , draw phase , even minions) , new cards for each god , new old world cards , and you can always add a little without changing what already works.

One idea I have is a "new" game mechanic - 1 per game abilities. Lets be honest we "play" as gods but it doesnt seem like they really get involved in the game too much , sure they have thier ways of winning but no real impact themselves.

E.G. Khorne-Once per game for each area that you have a minion in you may destroy a minion to destroy an opponents minion of the same type (cultist destroys cultist , ect) this does not advance you victory dial.

E.G Nurgle-Once per game goto each area and add up your corruption there , for every 2 corruption you have there you may gain 1 corruption this does not advance your victory dial. If this would cause the area to become ruined you may choos to ruin that area immediately or wait to check for ruination.

E.G Tzeentch-Once per game for each area that there is at least 1 warpstone you may place 1 warpstone in that area or move a warpstone to an adjacent area , this cannot cause more than 2 warpstone to be in each area.

E.G Slaanesh-Once per game for each area that contains 1 or more peasants you may chane 1 peasant to either a noble or a hero , or move 1 noble or hero to an adjacent area.

One other idea is your upgrades , I have an idea for "high risk" upgrades meaning better reward but higher risk to play.

E.G Nurgles cultists-Your cultists provide you with 2 corruption each but you maynot have more than 2 cultists in any one area , costs for you to play them would be increased to 2.

That the only example I have off the top of my head for those so far.

Then Old World cards.

Cleansing the World - Roll a die , whatever the number that appears place an event marker in the region worth that many victory points (most corruption breaks ties) do this 3 times total , at he end of the battle phase all corruption is removed from any area containing an event marker. A rolled 6 means no marker.

I am thinking of some other cards and such but these are just my thoughts. Thanks for any feedback.

 

 

So essentially, your proposal makes everything better at what it does except for khorne, who expents his most valued assets for something he's already good at that impedes his only method of winning.   Khorne needs help.  Not hinderance. 

I would like to see something involving the peasants, currently they don't do much.  It would be neat if they could be converted to cultists by other cultists, or sacrificed for power points or dial ticks or cards or something.  Right now they're a couple of extra victory, and that's kinda boring. 



#3 rapatpamp

rapatpamp

    Member

  • Members
  • 154 posts

Posted 17 September 2009 - 08:48 AM

Not my intention to make Khorne "worse" (I actually like his playstyle its different from the other 3) but how about:

Once per game at the end of the combat phase you may summon a minion for each of you opponents minions you have defeated in that area this turn without paying its cost (kill a cultist summon a cultist ect).

These are just my ideas and nothing more , not meaning to de-power anyone or over-power anyone else.



#4 Gorehammer

Gorehammer

    Member

  • Members
  • 69 posts

Posted 17 September 2009 - 09:12 AM

What about an expansion for different events in the Old World?

So, for example, Chaos in the Old World: The Storm of Chaos.

A new deck of Old World cards would be the first thing.  Some events, like the Coming of Valten, the Rise of Archaon, The Rebirth of Mannfred Von Carstein, and so on.   A set of tokens to go along with these.   Valten, when he gets on the board, goes to the area with the most corruption and starts cleaning it out.  Highest threat first. 

The Archaon Token moves through the old world, one area per turn in the established area order, starting in Norsca, reducing the resistance in that particualar area to zero for that turn.  

 

 

 



#5 Gorehammer

Gorehammer

    Member

  • Members
  • 69 posts

Posted 17 September 2009 - 09:15 AM

rapatpamp said:

Not my intention to make Khorne "worse" (I actually like his playstyle its different from the other 3) but how about:

Once per game at the end of the combat phase you may summon a minion for each of you opponents minions you have defeated in that area this turn without paying its cost (kill a cultist summon a cultist ect).

These are just my ideas and nothing more , not meaning to de-power anyone or over-power anyone else.

See, that's better.  But if you are putting your ideas out there for semi-serious consideration, you have to take into account the dynamics of the game.  Considering the lack of symytry already present in this game, changes should either be blanket with a chance of affecting everyone, or very very carefully considered.



#6 Mynnotaur

Mynnotaur

    Member

  • Members
  • 18 posts

Posted 27 September 2009 - 11:53 PM

something I think that could be added somehow, and would fit, would be each Power having a "Champion", with each champion having a special ability....would cost alot, but once killed, would be gone for the rest of the game....

 

Chris



#7 Rapier

Rapier

    Member

  • Members
  • 469 posts

Posted 02 October 2009 - 12:53 PM

 I like the Arkham Horror expansion model, I'd like to see some expansions which are "large box" probably add a new board possibly not one designed to be used at the same time as another but an alternative layout, either a new place not featured like Lustria or somewhere like that, or else a focused version of somewhere on the map like the empire in huge detail. (Similar to the larger focus of the second game of thrones expansion).

Edit: If they did want to combine the boards though, I quite like the idea of having an expansion which focused on Bretonia or the Empire, and gave it more detail where instead of using that zone on the origional board you played to an specialised board that played out in a slightly different way. Probably increasing the vp of the zone overall but making it harder to take.

I'd also like some smaller expansions which just added new tokens or a small game effect like the heralds in the small box arkham expansions. They could even be as a small as new old world decks on there own, or just a new power for each god that gets added to the existing spell decks.

I definitely think there's room for alternative dial advancement conditions and upgrades as a means of expanding the replayability of the game without adding too much in the way of complications or additional pecies as well, again this is a small box expansion I'd like to see.

 

As for your actual suggestions, I have to say I hate the idea of one use powers being added to the game, I think they could tip the game too much too easily, and those powers and using them optimially would replace the origional tactics of the game I feel. This I think was a mistake made in the 6 player expansion to game of thrones. I like to see people throwing out ideas, and I think your once use powers could be adapted into alternative upgrade cards or something like that but not in the format you suggest.

The high risk upgrades are fairly nice, I'd like to see alternative upgrades for each of the minions at the very least (Where you then have to pick between one or the other for a given minion and can never have both).



#8 reyalp_eman

reyalp_eman

    Member

  • Members
  • 8 posts

Posted 05 October 2009 - 08:18 PM

rapatpamp said:

E.G Nurgle-Once per game goto each area and add up your corruption there , for every 2 corruption you have there you may gain 1 corruption this does not advance your victory dial. If this would cause the area to become ruined you may choos to ruin that area immediately or wait to check for ruination.

How would that be a help for Nurgle? Nurgle is more like a farmer than a swarm of locusts, meaning you do not want to ruin your few populous regions, you want to preserve them. That's why you have cards and dial advancements that enable you to remove corruption tokens. So the ability to add corruption tokens would not only be pointless, it would be detrimental to your goals, if you ever used it.

Maybe you might want to rephrase that.

" Nurgle-Once per game you may remove half of the corruption tokens in one or two areas. " - This version could help a little bit, I suppose.



#9 phobiandarkmoon

phobiandarkmoon

    Member

  • Members
  • 287 posts

Posted 05 October 2009 - 11:42 PM

reyalp_eman said:

rapatpamp said:

 

E.G Nurgle-Once per game goto each area and add up your corruption there , for every 2 corruption you have there you may gain 1 corruption this does not advance your victory dial. If this would cause the area to become ruined you may choos to ruin that area immediately or wait to check for ruination.

 

 

How would that be a help for Nurgle? Nurgle is more like a farmer than a swarm of locusts, meaning you do not want to ruin your few populous regions, you want to preserve them. That's why you have cards and dial advancements that enable you to remove corruption tokens. So the ability to add corruption tokens would not only be pointless, it would be detrimental to your goals, if you ever used it.

Maybe you might want to rephrase that.

" Nurgle-Once per game you may remove half of the corruption tokens in one or two areas. " - This version could help a little bit, I suppose.

Towards the end of the game you want to ensure you ruin regions to gain those final crucial points. I won a game using A Great Foul Consumption to do exactly that, ruining a region that only have 6 corruption in it at the start of the turn.



#10 tech7

tech7

    Member

  • Members
  • 90 posts

Posted 07 October 2009 - 10:53 AM

I would really love to see an expansion which introduces a player that control the forces of the old world and wins if  all chaos god lose.

 

But that would be a hell of work for FFG. 



#11 reyalp_eman

reyalp_eman

    Member

  • Members
  • 8 posts

Posted 07 October 2009 - 06:50 PM

phobiandarkmoon said:

reyalp_eman said:

 

How would that be a help for Nurgle? Nurgle is more like a farmer than a swarm of locusts, meaning you do not want to ruin your few populous regions, you want to preserve them. That's why you have cards and dial advancements that enable you to remove corruption tokens. So the ability to add corruption tokens would not only be pointless, it would be detrimental to your goals, if you ever used it.

Maybe you might want to rephrase that.

" Nurgle-Once per game you may remove half of the corruption tokens in one or two areas. " - This version could help a little bit, I suppose.

 

 

Towards the end of the game you want to ensure you ruin regions to gain those final crucial points. I won a game using A Great Foul Consumption to do exactly that, ruining a region that only have 6 corruption in it at the start of the turn.

 

Now I see your point. But I would still prefer my version, having had the urgent need for corruption token removal more than one time...



#12 DutchOne

DutchOne

    Member

  • Members
  • 3 posts

Posted 21 October 2009 - 02:39 PM

I have an idea of 2 new upgrade cards for each god that would enable the use of 2 new daemons to use.  Their better power and abilities are weighed against that you need an upgrade to get them.

Khorne

  • Bloodcrusher (2 Figures): Cost 2 Strength 2 Armour 2: Dice from Bloodcrusher explode on a 5 or 6.
  • Flesh Hounds (2 Figures): Cost 2 Strength 2 Armour 1: Fast(May resummon into an adjacent territory for one less).  Choose one opponent before battle and receive +1 Battle die for each Flesh Hound.  All Khorne hits may only be assigned to chosen opponent's figures for that battle.

Nurgle

  • Nurglings (4 Figures): Cost 1 Strength 1 Armour 1:  Count all Nurgling figures as one figure for Battle( ie 3 nurglings would be Strength 3 Armour 3)
  • Beast (2 Figures): Cost 2 Strength 2 Armour 2:  Dice from Beast hit on a 3,4,5,6.

Slaanesh

  • Fiends (3 Figures): Cost 2 Strength 2 Armour 2:  May have opponent reroll one die each battle except die rolls of 6.
  • Seekers (2 Figures): Cost 2 Strength 2 Armour 2: Fast(May resummon into an adjacent territory for one less).  May only recieve hits from dice of 5,6.

Tzeentch

  • Flamers (3 Figures): Cost 2 Strength * Armour 2: Flamers Strength is equal to the number of warpstone/magic in region.
  • Screamers (2 Figures): Cost 2 Strength 2 Armour 1: Fast(May resummon into adjacent territory for one less).  Dice from Screamers are applied before other figures( Just like upgraded Bloodletters)  Other figures with this similar ability will apply at the same time.


#13 ruppt

ruppt

    Member

  • Members
  • 10 posts

Posted 23 October 2009 - 05:37 AM

This would fit into the theme of the Warhammer universe.



#14 Gazery

Gazery

    Member

  • Members
  • 82 posts

Posted 24 October 2009 - 08:53 PM

I have had one idea for an expansion, which I think could be quite cool. It comes in two parts:

1) For the Four Gods, each God gains a new plastic figure that represents a Champion of Chaos. These Champions also come with an over-sized Character Card, which has a paper-doll on it with squares where gifts can be granted to them to give small bonuses. It also contains a large square to place army counters and a couple of squares to place demon followers.

Basically, you place the Champion in Norsca and build up his army by granting gifts and assigning 1 or 2 demons to aid him. Over time, as his army grows, you need to decide when to unleash him upon the world. Gods can hinder each other by stealing Army Counters from each other. When one is released they rampage through the Old World Ruining zones as they go. For every Army Counter that the Champion controls, you roll a d6 on a 4,5 or 6 then you add a ruination token to the zone you are attacking, for every 1 you roll, you lose an Army Counter. You then move on to the next zone and attack that one, continuing until all zones have been attacked or the Army is defeated.

Obviously decisions need to be taken, as to how much time you spend developing the Army or ruining zones in traditional ways, and how much effort you put into thwarting someone elses Champion or just ignore them and ruin the world.

2) For the Old World, they also gain army counters that can be placed into any zone and these add to the defence of zones that get attacked by the Champion. So for every defending token there you need to ruin an extra point to ruin the zone. Any Heroes within a zone aid in the defence by reducing the probability of it being ruined, so it can only be done on a roll of 5 or 6 instead of 4,5 or 6. Alternatively they could aid in destroying the Army by removing an Army Token on a 1 or 2 instead of just a 1.

So for example: I place my Champion in Norsca and each turn from then on he will gain 1 Army Token, I could assign up to 2 Demons as followers for him, Greater Demons add 2 to the number of Army Tokens I gain a turn (and + Strength to any attacks), Demons add 1 to the number of Army Tokens he gains a turn and Cultists make it harder for other Gods to remove Army Tokens. I could also grant him gifts to aid him in his Army building or Attacking or other, these gifts could be granted via the Dial or perhaps each time I kill another unit or add a corruption point, or something else. Over a few turns my Champion has gained an Army of 12 and so I decide to unleash him upon the world. He attacks Troll Country with 12 dice (+2 if  Greater Demon involved, or +1 for each Demon) and for every 4+ that is rolled a ruination point is added to the zone, and for every 1 rolled an Army Token is removed. (these can be improved by powers) I roll eight 4+'s, two 1's and two 2/3's meaning I add 8 ruination points to the zone (perhaps ruining it) and lose 2 Army Tokens. I then move onto Kislev and attack with 10 dice, this time Kislev has 3 Army tokens on it so I need to assign point to those first. This time I roll five 4+'s, two 1's and three 2/3's, meaning I get 5 attacks, 3 of which must be assigned to the defending army first (Eliminating them) and so only 2 get placed onto the zone, 2 more Army tokens are removed. Next I take on The Empire, here there are 2 army tokens and a Hero, I roll 8 dice getting five 4+'s (three 5's), one 1 and two 2's. The Hero means either only 3 hits are assigned or 3 Army tokens are removed, the 2 defenders remove 2 Attacks, and the Army marches on (albeit much depleted)

Other bits that I have considered are that the Champions can only be summoned into a zone that has already been ruined, not necessarily Norsca only. The Old World could be played by a character, who gets to summon armies themselves, but can only do this once the threat has been revealed (a zone has been ruined) and they get to choose where defenders and Heroes get to go, but get a much more limited pool of defenders.

I've garbled on here without really thinking what I was writing, so I hope it has made some sense. Any comments on how unfeasible it is or how it could be improved are very much welcomed. You may notice that Champions could be likened to Quests in Warhammer Invasion and Defenders to Developments! Finally just a quick thank you to anyone who has bothered to read the whole article and got this far!

Oh, and 'cus I'm tired and I can't be bothered getting the game out and checking certain things, so sorry if I have confused matters by incorrectly using the word Ruined (couldn't remember if it was Corruption, but I'm thinking that was something slightly different) and also if I got the Zones wrong in the example.

Gazery.



#15 Galdred

Galdred

    Member

  • Members
  • 109 posts

Posted 13 December 2009 - 10:00 PM

I'd be happy with just a replacement set of cards, rebalancing some things, and ways for Nurgle and Khorne to be less one dimensionnal (ie only having access to 1 winning condition). 



#16 Whitmire

Whitmire

    Member

  • Members
  • 70 posts

Posted 17 December 2009 - 08:33 PM

Well to me the game seems to be in excellent balance, so I wouldn't go balancing it... at least not yet.

The best expansion idea so far would be the addition of Old World Decks depending on the historical era the game takes place in (Siege of Praag, Rise of Sigmar, etc.). That wouldn't upset the game too much but would give players options to play different kinds of games.

I am totally against the addition of new gods. There is no place for Gork, Mork or Bork for that matter in this game.



#17 ymrar

ymrar

    Member

  • Members
  • 68 posts

Posted 20 December 2009 - 06:40 PM

Galdred said:

I'd be happy with just a replacement set of cards, rebalancing some things, and ways for Nurgle and Khorne to be less one dimensionnal (ie only having access to 1 winning condition). 

Khorne can certainly reach both winning conditions. I have a feeling that boldly using Nurgle's Greater Demon upgrade, Nurgle might have a shot for dial victory too, but I would try that only if you have almost all of your cultists still on board after 1st or 2nd round and you manage to pull 2 advances.

I think the best idea for expansion so far has been the historical theme's. It wont change the balance in the game so much.



#18 mzonic

mzonic

    Member

  • Members
  • 43 posts

Posted 21 December 2009 - 03:52 AM

ymrar said:

Galdred said:

 

I'd be happy with just a replacement set of cards, rebalancing some things, and ways for Nurgle and Khorne to be less one dimensionnal (ie only having access to 1 winning condition). 

 

 

Khorne can certainly reach both winning conditions. I have a feeling that boldly using Nurgle's Greater Demon upgrade, Nurgle might have a shot for dial victory too, but I would try that only if you have almost all of your cultists still on board after 1st or 2nd round and you manage to pull 2 advances.

 

I think the best idea for expansion so far has been the historical theme's. It wont change the balance in the game so much.

Stars have to align for a Khorne VP win, but a Nurgle dial win is only possible in theory. If (a big IF) Nurgle managed to win via dial I'd say the other players really screwed up or did not know what they were doing. Most of our games ends around 5 turns, and for Nurgle to win in that time, he'd have to get bonus dials every turn, which means the others players weren't keeping in check.

We had a game where we purposely cut Nurgle a little slack to get a shot at dial win. But because regions got ruined and the dial itself gave Nurgle points, he still had mid-40s points when the game ended, and were still a ways from the dial win.

I'm fine with Nurgle's single path to victory. A win is a win and I don't like to compromise that by trying to win the hardest way possible. The other gods have plenty of power to stop you even if you were going the easier route.



#19 Wolfie6407

Wolfie6407

    Member

  • Members
  • 23 posts

Posted 21 December 2009 - 08:00 AM


 

This game lacks spontaneous  replayability. Whenever we finish a game, everyone wants to play something else. Its a fun game, but its a once a night type of thing for my group. So if anything in any expansions to ever be released could perhaps make games a little more...random and different then each other game, would be cool. Like Starcraft the board games leadership cards, gave us much variety and brought that game out of the closet much more often.

 

I'm against new gods and  units. They would pretty much require an entire new game, new map, new power sheets, new chaos cards, new rules, etc.. Adding just a few new things can make the game explosively better. I'd say new old world cards, new tokens, new rules and effects for existing tokens, possibly a few new chaos cards, possibly a few new upgrades that alternate options of existing upgrades. Maybe a few things that effect defending or attacking. Just nothing that would pretty much require a complete replacement package.



#20 Sarim Rune

Sarim Rune

    Member

  • Members
  • 128 posts

Posted 27 December 2009 - 02:22 PM

I'd like to see an expansion that adds a 5th player: Heroes.  Which get to move around the board and give the Old World a chance to win. 

It was just a thought. 






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS