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Pinkzeppelincult

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  1. I suppose those are some legitimate flavor justifications, but that still leaves me confused as to whether or not there is design purpose, because as far as I can tell, it just makes the game less balanced. I'm close to designing new districts for the empty color/cost slots and redistributing everything evenly, as I think this causes a serious imbalance as far as taxation ability goes. The last thing the Merchant needs is an easy way to get more gold. The first thing the King needs is a decent way to become more useful. A good thing for the game would be to make each color of district (besides purple) equally obtainable, such that the 5-color bonus isn't so impossible to get because you draw so many green districts and can't afford the yellow ones you draw. Could public works be considered "noble," since they were most likely paid for by the government? Things like public fountains and gardens and promenades and stuff like that? Oh and one more thing. Interestingly enough, blue doesn't have a 4-cost district. This seems really just wonky to me. Any plausible reason for that?
  2. I have long suspected that green has a great advantage when it comes to districts and that yellow has a great disadvantage. I recently ran through the district deck and found out why I had this feeling. Green has way more districts than any other color, and yellow's cheapest district costs 3 gold! This doesn't make sense to me... Does anybody know why this is the case?
  3. Thanks for the feedback guys. Sorry, I forgot to clarify some stuff. Fortune Teller: The alternate wording was meant to allow the use of character and district powers, but it's probably still too powerful. Rogue: He was meant to only affect actions. Prince: In case of a tie, the player with the Prince receives the crown. Advisor: This didn't come up, but I still forgot to mention it. If the player with the crown has the most gold, the player with the most gold after the player with the crown receives the crown. In case of a tie for most gold, the player with the crown retains it. Templar Knight: At any time during the Templar Knight's turn, he may offer each player (simultaneously) the opportunity to give him 1 or 2 gold. Each player who does collects twice their investment from the bank. Peddler: You are correct that there is no discard pile in the official rules. I adjusted the rules so that when you would put a card on the bottom of the deck, it's discarded instead. Tyrant: He was meant to be able to hit all players who don't pay. Only getting one is probably better. ---- I agree that the Fortune Teller is indeed something of a taxing Assassin. TBH I never really liked the Fortune Teller much; I was having trouble coming up with another good 1, so I kind of banged her out really fast and didn't put as much thought in as I should have. I'll change the Rogue so he only grabs gold. Simpler and probably more balanced. For the Sorcerer, I know having two characters taxing purple was a bad idea. I wouldn't have put him and the Fortune Teller in the same character set. I don't really like the Fortune Teller anyway, so I'll most likely just not use her. Your alternate Pirate idea is interesting. I don't normally like taxing opposing districts since it discourages players from building districts of that color, but the district offering seems cool. I'll see how he works in playtesting. I like your alternate Farmer. Perhaps he should also be able to destroy to draw cards? Not sure if that's overpowered, but in my experience the tempo loss from destroyed districts is pretty major, especially if you have to skip your turn for it. A limit of 5 gold for the Blacksmith seems legit. As long as he can build the Smithy Your alternate Ambassador also seems quite legit. I wouldn't use him and the Pirate in the same set since they're so similar, but one or the other would be quite interesting. Finally, for the Tyrant, I think limiting him to one district and upping the cost limit to 5 is probably pretty fair. ---- Thanks for all the suggestions! They're much appreciated.
  4. Some of these are slightly edited versions of other people's ideas. Most are my own though. I made two sets of 8, since I never play with enough people to need a 9, and I would like advice on how to match them all up. 1) Spy Announce a character you wish to impersonate. When that character is called, if nobody has that character, you may use that character's power. 1) Fortune Teller You receive one gold for each special (purple) district in your city. Announce a character you wish to doom. That character may not take an action or build a district this round. ------- 2) Musician Any player may pay you one gold to draw a card. 2) Rogue Whenever a player takes gold, take one of his gold. Whenever a player draws district cards, look at that player's hand and take one card into your hand. ------- 3) Warlock Take an extra action at the end of your turn. 3) Sorcerer You receive one gold for each special (purple) district in your city. After you take an action, take an extra gold or draw an extra card and put it into your hand. ------- 4) Prince You receive one gold for each noble (yellow) district in your city. When the prince is called, auction the crown. 4) Advisor You receive one gold for each noble (yellow) district in your city. When the Advisor is called, the player with the most gold receives the crown. ------- 5) Templar Knight You receive one gold for each religious (blue) district in your city. Each player may invest one or two gold in you. 5) Inquisitor You receive one gold for each religious (blue) district in your city. Each player without a religious district in their city must pay you one gold. ------- 6) Street Peddler You receive one gold for each trade (green) district in your city. You may take a card from the discard pile into your hand instead of taking an action. 6) Pirate You receive two gold for each trade (green) district in your city. ------- 7) Farmer You may destroy one of your districts to take its value in gold from the bank. 7) Blacksmith When the Blacksmith is called, you may build a district for free, then immediately end your turn. ------- 8) Ambassador You receive one gold for each military (red) district in each player’s city. 8) Tyrant You receive one gold for each military (red) district in your city. You may destroy the district of your choice worth four or less in any player’s city who does not pay you one gold.
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