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kennyhughes
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December 2012
Re:Fan Creations - Races and Powers Mon, 31 December 2012 12:26
Hi guys, pretty new here. I have a really rough idea for a new power that could probably use some tuning (I haven't tried it yet), but I thought I'd throw it out there to see if anyone likes the concept. If it totally sucks feel free to let me know that too Smile. (If it seems needlessly complex, that's probably because I thought of it ten minutes ago+I'm drunk+it's 3:26am).

Power: Infected (4)
When one of your race tokens would normally be returned to the tray, instead place it in decline next to your coin pile.
When your race goes into decline, or your last region is conquered, you may immediately (even if it's out of turn) redeploy
all of the in-decline tokens you've accumulated. Your race has become the living dead. You may now attempt to conquer regions as you normally would. If this is triggered by losing your last region, you must begin your undead conquest in that region. Take 1 VP for every region conquered this way. When you choose to stop (or can no longer conquer) go into standard decline.

[Aktualisiert am: Tue, 01 January 2013 09:17]

      
blaxnlion
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January 2013
Re:Fan Creations - Races and Powers Thu, 10 January 2013 22:54
Races :

Acromantulas (2, 15 max) : get one Acromantula for every region you occupy with at least two Acromantulas in it at the end of your turn, and redeploy them, each in its parents' region.

Aegipans (3) : you get an additional victory point for every region you were controlling before attacking. For this, you place one VP in each region you still occupy when you take your tokens in hand, before conquest (the contrary of Gypsies).

Ents (3) : the forests occupied by the Ents become immune. That ability remains even in decline.

Will-o'the-wisps (4) : all the regions adjacent to yours that, at the end of your turn, contain a Lost Tribe or a race in decline, is worth one bonus VP.

Shamans (4) : once you're done with conquering, you "relive" one Lost Tribe per region you occupy where there is their pictogram, the limit being two per region and if there are any left in the tray. Losing or abandonning this region means leaving the Lost Tribes that you revided on the regions where you did, and they stay in decline. A Shaman with a Lost Tribe isn't considered to be alone.

Alicantos (5, max 15) : they are legendary birds that feed on gold and silver. Earn one Alicanto per Mine region you occupy at the end of your turn and redeploy it.

Banshees (5, max 18) : each time someone conquers one of your regions, you earn a Banshee token rather than loosing one. But careful, it won't happen if one of your Banshees is changed into a Sorcerer...

Bucentaurs (5) : each time you lose a Bucentaur, keep it on the edge of the board. Next turn, you can invade as many regions as Bucentaurs you have just lost with two less tokens.

Centaurs (5, 16 max) : get two extra Centaur tokens when you conquer two forests. Then get two more when you own at least four. And so on... The tokens got this way are permanently kept, but if, for instance, you own four forests and you lose one, you won't have two more tokens if you reconquer another one. To get the third pair of Centaurs, you'll have to own at least six forests at once.

Duergars (5) : a mountain region conquered by Duergars becomes impregnable and immune.

Grim Reapers (5) : during any turn of conquest, get one VP for every two losses (even Lost Tribes and races in decline), whoever it is (even you) and whoever provoked them.

Gorgons (5) : each time you conquer a non-empty region, instead of discarding it, you keep the token (not the Elves, only one Mimi) which becomes a statue that increases your defense by one (you can't lose it, you dispatch them as you wish and they stay in decline). A Gorgon with at least one statue is not considered to be alone.

Lutins (5) : when you redeploy after your first turn, you can place one Lutin per player in one of his/her regions that is adjacent to yours. You get a victory point from this region, and if this player doesn't attack you, your House Lutin stays there - meanwhile, it works as a bonus defense for him/her. If he/she does attack you, he/she has to dispose of a race token in this region, which becomes the House Lutin's, and redeploy the others. You cannot turn a Lutin into a House Lutin in a region of a player that attacked you anymore. If he/she abandons the region or the region is conquered before his/her turn, simply redeploy it (you have to wait your next turn to place it somewhere else).

Phoenixes (5) : when in decline, each time you, or someone, abandon a region that is adjacent to your Phoenixes', place one Phoenix there, provided that there are some left.

Robots (5, 15 max) : for each pair of Robot tokens you don't use for attack (place them on the edge before any attack), get an extra Robot token. You can redeploy them all after your turn.

Snowmen (5) : you can conquer a Mountain with two less tokens than necessary. At least one token is still required.

Sphinxes (5) : the player that wants to invade you tosses the die. If he gets a blank side, he/she cannot do it.

Yetis (5) : each mountain you occupy is worth one bonus victory point.

Angels (6) : while redeploying, you can place up to one angel per player, in one adjacent enemy region. When it's the concerned player's turn, he/she can neither move the tokens from within to attack, nor redeploy tokens in it, and nobody can conquer it.

Cyclopes (6) : nobody can conquer an empty region that is adjacent to one of yours.

Demons (6) : the token that is normally discarded when you conquer one active race's region is kept in it as a Hell hostage (there has to be at least one Demon with each of them). If the concerned player wants it back, he/she has to conquer this region again with an additional token. If a third player conquers this region, it is lost (the Elves go back to their player). If your Demons abandon a region with a Hell hostage in it, it is given back. If the concerned race goes into decline, you keep it till you go into decline yourself.

Djinns (6) : at the end of each of your turns, choose a type of region. All the ones of this kind you occupy are worth one bonus victory point, but it can no longer be chosen for your next turns.

Draugar (6) : when you go into decline, each time you lose a region, redeploy the token(s) from it in another of your regions.

ETs (6) : after choosing them, pick three combinations among the six available (except the cursed race), take all the possible victory points that are on them and replace them under the piles. While ETs are still active, the other player(s) can only choose between the three combinations remaining, and once somebody picks one, another one is revealed, keeping the maximum of choices at three.

Ghosts (6) : your regions can be conquered as though they were empty ; nevertheless, you lose no Ghost and you can let them all there, earning VPs for this region as usual. If a third player conquers this region, he/she can apply the same rule, but he/she has to take the ennemy tokens into account. Ghosts can stay with a hero, or a Catapult, or a Hole-in-the-ground, or a Magic Lamp, if they were conquered this way. That applies even in decline.

Hrosshvelis (6) : when you occupy a coastal region, you can, once per turn, conquer any of the coastal regions linked to this one by the corresponding water area with one single token. That means : if you occupy a region that is part of a sea shore, you can only use this ability on the regions if this shore, and not on the regions from the other sea or the Lake. Once you've used this ability, those regions are not considered as adjacent anymore.

Huldras (6) : a player that redeploys can only leave one token in the regions adjacent to your Huldras'. That makes Kobolds leave, and extra Barbarians off the board.

Knockers (6) : if a player kicks you out of a Mine region, you don't lose a Knocker and the player loses the victory point from this region to your benefit (but not the possible bonus(es)).

Minotaurs (6) : you can conquer the regions adjacent to a cave you own with one less token than necessary.

Monopodes (6) : they can't make a player lose race tokens ; however, when they conquer a region, the tokens that have been thrown out can neither be redeployed, nor used for the player's next attacks.

Succubi (6) : when it's your turn, toss the die for every player that attacked you. You can conquer as many regions from this player as the result, as though they were empty.

Vampires (6, max 18) : by night (even numbered turns), each region held by an active race that you conquer gives you an extra token (even the Elves). By day (uneven numbered turns), you lose one vampire per conquest.

Aitvaras (7) : they become a spark when they die. If a player conquers one of your regions when you're in decline, he/she'll have to remove ALL his/her race tokens from this region, before redeploying.

Witches (7) : redeploy the extra tokens from your conquested regions between each enemy conquest.

Sirens (8.) : when you invade a coastal region (next to a sea or the lake), you can take one VP per enemy token that has to be discarded (even the Elves, one Mimi only). However, when you do so, you have to dispose of it immediatly after, with one of your Siren tokens.

Gnomes (9) : you can only conquer regions that contain at most one race token (including Lost Tribes).

Magicians (9) : when it is your turn to attack, you have to abandon two regions, not more, not less.

Lilliputians (10) : each time you conquer a region, you have to leave one of the remaining ones off the board that can no longer be used for attack this turn. You can redeploy them afterwards.

Mimis (10) : you lose one extra Mimi token per region taken from you, if ever there were at least two of them.

Powers :

Mang (1) : the Mang dragon enables you to stop time. You count your victory points from your regions at the end AND the beginning of your turns.

Moribund (1) : earn as many victory points as the number of opponents per turn you are still active, to which you add five.

United (2) : for every conquest, take two victory points for each region you attack with one more token than the required amount (works on water and empty regions as well).

Voodoo (2) : each region you occupy where there is a Lost Tribe pictogram gives you one bonus victory point. That ability remains in decline.

Stubborn (3) : each region of the Stubborn race in decline is worth one additionnal victory point.

Wonder (3) : you get a Wonder token. At the end of your first turn, place it on the region of your choice, making it impregnable and immune. From now on, and while you're active, this region and the ones that are adjacent to it are worth one bonus victory point for EVERYBODY. When you go into decline, turn the Wonder token upside down. It stays on the board for the rest of the game but from that moment only works as a Mountain that grants a bonus VP, even for a race in decline.

Basilisk (4) : twice per turn, you can invade the region you want as though it is empty.

Camouflaged (4) : turn one token per region upside-down in the regions you wish to be camouflaged and where there is at least two race tokens. Those regions cannot be conquered, but those tokens cannot be used for your next turn (not even for camouflaging ; they can be redeployed though). It can work for the Pixies ; a Kobold camouflaging another single one will oblige the latter to leave next turn, unless you put a third Kobold not used for this power in it.

Collector (4) : earn one victory point for every race (active or in decline, including Lost Tribes) you invaded this turn.

Hawker (4) : you get as many Stuff tokens as the number of players. Sell Stuff to the players' active races which region you conquer for one victory point per region. For his/her next turns, he/she'll have to leave on the edge as many race tokens as the amount of Stuff tokens he/she's got (to redeploy them afterwards), unless he/she sells it/them to another player... In that case, a token can be re-used for every Stuff token that he/she sells. However, each Stuff token can be used as a Troll Lair (to counteract the -x tokens to attack, and in a five-players game, if I sell the five to the same player, it wouldn't be very fair...) that can be redeployed as soon as it's sold. They disappear in decline.

Insidous (4) : once per turn and per player, you can exchange an active enemy race token for one victory point from the tray (provided that there is at least two of them and the region is adjacent to yours). You cannot conquer this region until the end of your turn. The victory point is yours afterwards.

Knowledgeable (4) : Each region with at least three race tokens in it cannot be conquered. You can redeploy Knowledgeable Pixies only for that purpose.

Lonely (4) : collect one extra victory point for every isolated region (not sharing any border with any of your other ones) you occupy.

Midas' (4) : you earn one victory point for every region you lose.

Myopic (4) : if you conquer a region with one more token than necessary, you can remove an active race's token that is adjacent to the region you attack from AND the region you're conquering.

Parasite (4) : when going into decline, keep one token per region you own among the ones that you have to discard. You can use them as defense tokens for your next race, but not to attack. You can choose whether Ghouls are parasites or not.

Resourceful (4) : you can toss the die twice for your last conquest, attack with the sum of the results, and get the number of points you didn't need in VPs.

Brisk (5) : the races that grant 4 or less tokens on their own can only be invaded at the rythm of one region per player and per turn. From 5 to 7, it's two regions and 8 or above, it's three.

Achillean (5) : all you regions are impregnable, except the most Southern one. If a player invades this region, he/she can conquer your other regions with one less token than necessary.

And their genius (5) : during your turn of conquest, place the Magic Lamp token in one of your regions ; then toss the die. If you get 1, you can either get a VP, make this region immune or attack an adjacent region with two less tokens that necessary. If you get 2, you can choose two actions between the previous three, and 3, you can perform them all.

Blessed (5) : during an enemy's turn of conquest, each time you lose a region, the defense of the remaining ones increases by one (only for this turn).

Cimmerian (5) : a player can conquer you with only half of the tokens he/she has in his/her hand (though the rest can be used against other races), rounded up.

Circean (5) : you can turn every isolated race token on the decline face that is standing alongside you, at the beginning of your turn. You cannot conquer this region this turn and it's still one victory point for the opponent, but the bonus(es) that only work(s) when they are active no longer apply for those regions, and he/she can no longer redeploy any token in there.

Gambling (5) : each time a player tosses the die for a last conquest, toss it right after. If you get the same or above, you get one victory point from him/her.

Magic (5) : you can conquer a region adjacent to a magic one you own as if it was empty.

Moskstraumen (5) : once per turn, before attacking, you can permanently place a race token on the sea or the lake of your choice (it won't be changed afterwards). Each is worth one victory point, but they disappear in decline. Note that those tokens can be put in a region occupied by a Seafaring race, but the Mokstraumen won't affect him/her (they can deal with it!).

Odyssean (5) : earn one victory point for every new kind of region you occupied compared to the kinds of the ones you were holding just before this turn.

Prophet (5) : get the Great Stick token. After your first turn of conquest, place it wherever you want in one of your region. From now on, it's impregnable and whoever occupies an adjacent region at the end of one's turn will have to pay one victory point to you.

Radioactive (5) : you get an Uranium Mine token ; place it on one of your regions, which becomes impregnable, after your first turn. This region and those adjacent to it are emptied of all the active and declining races tokens that are not radioactive after each of your next turns. The active race tokens can be redeployed, though. And this doesn't work on a region where there is a Dragon or similar, but it does on a water region.

Ring (5) : you get a Ring token. Once per turn, take one of your race tokens, it is the Ring Carrier. Place both everywhere you want on the board. This region cannot be conquered by the other players, if any, thanks to the ring's malevolent aura. If the concerned player does not leave after redeployment, your next turn begins with this region's occupants being slaughtered. It becomes yours and impregnable.

Telepathic (5) : once per turn and per player, you can swap a region of your choice with him/her.

Vulture (5) : when an enemy goes into decline, if he/she holds a special power that has to be discarded, you get that special power, until you go into decline yourself - for the Seafaring power, you may conquer the water regions that weren't conquered ; for Fortified, you can get the remaining Fortresses that weren't used and that the player loses when in decline. No further race tokens are granted, however. No pair or more of powers sets a problem of compatibility (I checked it !), but one or two may be a source of conflict - in that case, you choose each time the best for you.

Will (5) : choose a combination among the six (or three, if ETs are active) available (except the Cursed race) at any moment (even just after a race is picked and another is consequently revealed), and place it in front of you (no need to pay anything, and you get all the VPs that are on it). That's the combination you will play with when your Will race goes into decline.

Wrecker (5) : if a player kicks you out of a region your Wrecker race was holding, first let the token you have to discard on it (leave one anyway if the conquerors are the Monopodes). When this player counts his/her victory points, the regions where those tokens are found aren't worth anything (they count for powers such as Imperial, however). Then dispose of it at last. (Ghosts that stay to haunt don't wreck).

Skilled (5) : the attack and defense powers from the other player(s) don't work against you.

Scout (5) : all empty regions can be conquered with one less token than necessary.

[Aktualisiert am: Sun, 05 May 2013 15:41]

      
FlankingFriars
Junior Member

Fan-Seite
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April 2013
Re:Fan Creations - Races and Powers Thu, 25 April 2013 17:02
Powers:
Adaptive(5):When an opponent goes into decline, you may replace this power with theirs. Only works once, and you do not gain or lose any race tokens from doing so.

Blight(5):Every occupied region gains 1 blight token. While the blight token remains, only you can gain VP from these regions. The tokens remain for one round after you abandon or are conquered in these regions.

Blitzing(5):1/opponent/turn, you may cause a single stack of race tokens to move to an adjacent unoccupied region. This does not work against immune regions, and relics stay with their armies.

Burrowing(5):You may move through an unoccupied mountain region, conquering other adjacent regions.

Chitin Plated(5):Whenever an opponent uses a reinforcement die to attack your region, you may also roll the same die and add it to your total defense for that conquest only.

Cliff-Dwelling(5):Gain +1 VP for every region owned adjacent an Abysmal Chasm

Craven(5):1/opponent/turn, when an opponent announces they will conquer your region, you may abandon that region immediately and have those forces redeploy in adjacent regions you occupy. If no such region exists, the forces go into your hand until the end of that opponent's turn, where you may reinforce any region. Also, anytime one of your regions is conquered, you may immediately redeploy the extra troops into your other adjacent regions, every time.

Fierce(2):Whenever an opponent conquers your region they lose 1 race token from the attacking force, as you do from defending.

Flanking(4):Attack an adjacent region for -1 race token for every region adjacent to it that you occupy beyond one.

Gelatinous(5):Every Mudpool or River region you own is considered to have one more race token for defensive purposes.

Hexed(1):Cannot be passed up during race selection. Once chosen, all other shown Power/Race combos are discarded and are replaced. Once this race goes into decline, all adjacent regions act as if conquered, where one token is discarded and the rest go to the owners hand. These regions are not conquered by the Rotting armies, but remain empty to be conquered on future turns.

Hoarder(5):At the end of your turn, gain a number of VP equal to the Righteous Relics you own.

Industrious(5):When you pick the race with this power, you immediately get VP for each active race including this one. You gain 1 VP every time another race becomes active.

Mason(3):Place 1 Buttress token on every region conquered. These regions gain +1 defense for the rest of the game, and remain in play when conquered. (6 Buttress tokens)

Mind Flaying(5):Place the Great Brain token in the first region you conquer. Gain a race token whenever you conquer another region connected to this one. If the region of the Great Brain is conquered, you must place it in another of your regions on your next turn.

Mutating(5):At the beginning of your turn, choose a power at random from the powers not in use. This becomes your power until the beginning of your next turn, where it is discarded.

Phalanx(3):Every region you occupy gains +1 defense for every other of your connected and conquered regions.

Prospecting(5):For every mountain region conquered, place 1 gold mine token on the region for the rest of the game. Whoever owns these regions gain one bonus VP per gold mine at the end of the turn.(5 gold mines)

Temporal Shift(5):When you go into decline, move the Game Turn marker one spot back on the Game turn track.


Races:
Artisans(5/11):Once per turn, you may place an Artisan token in an adjacent region occupied by opposing active race. The two races now co-inhabit this region. They both score VP for the region, and act as if they alone occupy it. Artisans retreat from co-inhabited regions (without loss to the tray) to their players' hand when: the region is conquered, they're evicted, or if either race enters decline. Players who co-inhabit any regions with Artisans can freely evict them at the start of their turn (just before their 'Ready your Troops' phase). Evicted Artisans are redistributed immediately for defence, and any other tokens the Artisans brought to the region are removed from the board.

Batfolk(7/12):Batfolk may conquer and occupy chasms, even when in decline. A Bat folk may not conquer a chasm with a volcano in it, but if an opponent chooses the Flames, he/she may choose to kick the bat folk out. The owner of those batfolk can redeploy them at the end of the turn.

Beholders(5/10):No opponent may use the reinforcement die to take one of your regions.

Black Pudding(5/10):1/turn, when you attack a region with any +1 defense structure, you remove that structure permanently.

Clerics(6/11):May conquer regions occupied by undead races as if they were 2 less.

Copycats(5/10):Whenever you conquer a region with an opponent's active race tokens you do not return one of their tokens to the tray, instead you return it to the opponent's hand, and may use that opponent's racial ability until the end of that round. If you conquer multiple opponents, you choose what racial ability to use.

Deep Gnomes(5/10):1/game, you may destroy one relic permanently and receive 5 VP from the Victory Stash.

Direwolves(6/11):On your last conquest, you may choose to conquer two adjacent regions using the same stack of race tokens. You must have enough tokens to beat both regions individually, but not necessarily altogether. When you are finished conquering, at least one token must be in either region. Reinforcements work as normal.

Druids(6/11):When you move to conquer a region, you may use one less race token to do so per region of superior effectiveness your druids occupy. Hill/Mystic Crystal regions are weak to River regions, which are weak to Mountain Regions, which are weak to Farmland/Mining regions, which are weak to Mudpool/Marsh regions, which are weak to Forest/Mushroom Forest regions, which are weak to Hill/Mystic Crystal regions. Each region is effective against one type, and weak against one other type.

Friars(5/10):You may cross any region(s) occupied by an in decline race as you would bodies of water, leaving one token in each region to be picked up again for redeployment.

Gargoyles(5/10):Each night (even numbered round), you may conquer at one less. Each day (odd numbered), you cannot conquer any regions, but gain +2 defense per region you occupy.

Giant Ants(5/10):When you redeploy troops, take all but one race token from each of your regions. 1/opponent/turn, when an opponent declares to attack one of your regions, you may decide how many troops are deployed to defend it from those in your hand.

Guerilla(6/11):1/turn you may conquer a region without occupying the region. You must have enough race tokens to conquer it, and you may then use those tokens to conquer other regions.

Illithid(5/10):Whenever you conquer a region with Lost Tribes, Monsters or Races In-Decline, you may pay 1 VP to 'enslave' 1 of their defeated race tokens and use it to conquer or defend as if it were your own until you go into decline. These enslaved tokens must be accompanied by at least 1 Illithid race token to be used.

Molemen(6/11):You may travel across an unoccupied mountain region adjacent to a region you conquered using no tokens to do so, conquering regions on the opposite side.

Naga(7/12):At the beginning of your turn, place 1 Victory Coin in every region you occupy. If an enemy conquers any of these regions, that enemy receives the coins on the region. If you hold any of these regions when you go into decline, immediately take the Victory Coins from these regions and add it to your personal stash. If you abandon a region with Victory Coins in it, the coins go back to the bank.

Ooze(8/13):Whenever you conquer a region occupied by an active race, their stack of race tokens in that region do not die and are held captive. However they also cannot be picked up or used to conquer and do not gain VP from that region until it is taken back. Once an ooze is killed or goes into decline, the captive race tokens can be immediately picked up by those they belong to. Captive race tokens can go into decline, but must abandon regions in which they are captive.

Sirens(6/11):When Sirens go into decline, all other active races in play must also immediately go into decline on their player's next turn. If a player does not currently have an active race, he is unaffected.

Titans(7/12):After gaining control of a Mountain region, the titans may pick up the mountain token and use it as an additional race token for conquering an adjacent region. The mountain token continues to provide defense, and only one mountain token can be placed on a region. When the Titans go into decline, the mountain tokens stay where they are.

Vanara(7/12):You may travel across an unoccupied forest region adjacent to a region you conquered using no tokens to do so, conquering regions on the opposite side.

Venus(9/14):Once you go into decline, choose half of the regions you occupy rounded down. Remove the rest from the board. The remaining race tokens give you VP per turn as any in-decline race, but cannot be conquered or removed from the board by any means. Any active race may conquer the regions as if they were empty, occupy them alongside the Venus, and receive VP as if they alone occupied it. When your next race goes into decline, the Venus disappear as normal.

Viziers(6/11):1/turn/opponent when your opponent declares to attack a region your viziers occupy, you may pay them an amount of VP equal to the race tokens in your region to not be able to conquer it.

[Aktualisiert am: Mon, 29 April 2013 20:26]

      
JBen425
Junior Member

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March 2013
Re:Fan Creations - Races and Powers Mon, 29 April 2013 22:05
How about this:

Special Power:Nuclear (3 tokens)-
When going into decline, remove tokens from half (rounding down) of your occupied territories. These newly abandoned regions are nuclear wastelands and may not be entered or conquered by any players for the rest of the game.

Creating a couple "Biohazard" pieces for these spaces would be helpful.

I really like some previous posts about Rock Eaters, Gnomes, and Shadows. Had those ideas on my own and found others who had the same.
      
Orionsbelt
Junior Member

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May 2013
Re:Fan Creations - Races and Powers Mon, 13 May 2013 04:58
Hey guys. I would like some feedback on some races/powers I want to make. Specifically, I want more knowledgeable opinions weighing in on how big the army size on each should be (for balance). Here's what I've got:

Power: Zen Armies: 2 or 3
When your Zen race goes into decline, their armies are immune to attack, but the regions they occupy are not immune to conquest! These areas can be conquered (as if they are empty) by another race, but the immortal Zen race will peacefully "share" the region, allowing up to two players to collect points on the same space.


This special power is similar to the White Ladies of the Grand Dames expansion, but slightly less powerful because they cannot be used to block opponents. It's also like the "Venus" race already thought up, without the high army size and the stuff about removing half the regions. They are great for collecting points, but they leave a lot of easy-to grab territories for opponents. I'm thinking of giving this an army size of 3, since that's one more than the White Ladies, but a 2 on a special power is more powerful than a 2 on a race banner. So maybe this should just be a 2?

Power: Merciless Armies: 3 or 4? Maybe less.
When your Merciless race conquers a region owned by another player, that player loses two tokens to the tray instead of one (Elves lose one)!
Alternatively, this power could also read:
When your Merciless race conquers a region owned by another player, that player loses ALL tokens from that region to the tray instead of one (Elves can retain one army, as long as that army was not alone on the region)!


This power is completely unique to Small World, because, unlike every other power, it does not help with defense, help the player gain more territories, or provide extra points. It is purely used to damage opponents. Therefore, I don't know how to balance this power! Should it be nerfed to an army size of 3? 4? keep in mind that, to use the power effectively, the player will have to use a lot of armies, thus sacrificing potential points, but when the power IS used, it cripples an opponent. And additional defenses are still a good counter to this. Should it have an army size of 5?

Race: Ninjas Armies: 2?
I know Ninjas have been suggested, but mine are different. Also, this is similar to the Giant Ants, but less restrictive.
After the conquering phase of your Ninjas' turn, take all extra ninja tiles off the board, leaving one on each territory. Place the extra tiles in front of you. These armies can be used to rush to the defense of any region you owned that is threatened by another player, giving the ninjas big defense on every territory!

This is a very powerful race, so I know it has to have a very low army size. However, this power gets less and less powerful the more spread out the Ninjas get. Say I give this an army size of 2, which means the max number of ninjas is 7. The more they spread out, the less defense they have. I'm still thinking they should get an army size of 2. My question, then, is: Is this TOO powerful? I don't want to give an army size of 1.

[Aktualisiert am: Mon, 13 May 2013 05:18]

      
Proto Persona
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September 2007
Re:Fan Creations - Races and Powers Mon, 13 May 2013 06:28
Zen: Sounds relatively useful if you can go out on a large number of territories, but not that useful if you get attacked before you can decline. 4 sounds right to me.

Merciless: Really powerful since it allows you to more effectively reduce your opponents numbers. I'd say 3 is good. Also the first version is way more balanced than the second version.

Ninjas: The largest drawback of dwarves and white ladies is their tiny race counts. Even though this is indeed a powerful ability, it doesn't mean much if you are only scoring 4 or 5 points a turn. I think a low race count is too much of a drawback, but giving them more troops makes the ability too good. Not sure what to do with this.

[Aktualisiert am: Mon, 13 May 2013 06:29]

      
Orionsbelt
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May 2013
Re:Fan Creations - Races and Powers Thu, 16 May 2013 06:56
After some research/playtesting, I think I'm giving the Zen power 3 armies, the Merciless power 4 armies, and the Ninjas 5 armies. The Ninja's power is not nearly as impressive as I thought it would be. It diminishes quickly.

There is a suggested race above called Ghosts that has the same power as my Zen special power, except it applies even when not in decline, and it is WAY overpowered with armies (it has 6 or 7). Isn't a race that is permanently immune to attack already pretty powerful without a higher-than-average army size?
      
blaxnlion
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January 2013
Re:Fan Creations - Races and Powers Thu, 16 May 2013 22:27
Orionsbelt wrote on Thu, 16 May 2013 06:56

After some research/playtesting, I think I'm giving the Zen power 3 armies, the Merciless power 4 armies, and the Ninjas 5 armies. The Ninja's power is not nearly as impressive as I thought it would be. It diminishes quickly.

There is a suggested race above called Ghosts that has the same power as my Zen special power, except it applies even when not in decline, and it is WAY overpowered with armies (it has 6 or 7). Isn't a race that is permanently immune to attack already pretty powerful without a higher-than-average army size?


You mean, my 6 Ghosts, overpowered ?

I don't think so. This ability can be ignored and they can be conquered as any other race. Their ability enables them AND another race to share a territory, which enables both to earn victory points - and, unless I missed something, this is the main goal in Small World ^^

Plus, it gives a great additionnal defense, so people will generaly invade your regions as they were empty, and that's it, unless there is someone daredevil enough to go and try. In fact, it gives more room to everybody, and the advantage is great for everybody, slightly more for the Ghosts (that's why I chose 6) because all of your regions, or almost, will be well protected, and so will a few of the others, but just two or three, not all of them.

Well, actually, I haven't tried them yet. You can Wink
      
Orionsbelt
Junior Member

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May 2013
Re:Fan Creations - Races and Powers Fri, 17 May 2013 18:37
blaxnlion wrote on Thu, 16 May 2013 16:27

You mean, my 6 Ghosts, overpowered ?

I don't think so. This ability can be ignored and they can be conquered as any other race. Their ability enables them AND another race to share a territory, which enables both to earn victory points - and, unless I missed something, this is the main goal in Small World ^^

Plus, it gives a great additionnal defense, so people will generaly invade your regions as they were empty, and that's it, unless there is someone daredevil enough to go and try. In fact, it gives more room to everybody, and the advantage is great for everybody, slightly more for the Ghosts (that's why I chose 6) because all of your regions, or almost, will be well protected, and so will a few of the others, but just two or three, not all of them.

Well, actually, I haven't tried them yet. You can Wink


I was referring to your Ghosts. Consider this: they can take whatever territories they want as usual. But they can NEVER be conquered. That means the player with the ghosts can easily take 6-10 territories and go into decline without opposition and have 6-10 points every turn GUARANTEED. Compare the ghosts' power to the White LAdies (from Grand Dames). Their power is similar, except they cannot share their territories (but both WL and Ghosts get the points, nonetheless), but the White Ladies power ONLY comes into effect on decline, so it's actually less powerful than your ghosts as far as point-earning potential. And yet, the developers balanced them at 2 armies, the lowest in the official game, which suggests that their race is the most powerful in the game. And as far as point-earning potential, your Ghosts are even MORE powerful because their power is in effect before they go into decline. Yet they're balanced at 6.

I love the idea of the ghosts, but Ithink they should be balanced with less armies.
      
blaxnlion
Member

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Registriert:
January 2013
Re:Fan Creations - Races and Powers Sat, 18 May 2013 00:41
Orionsbelt wrote on Fri, 17 May 2013 18:37

blaxnlion wrote on Thu, 16 May 2013 16:27

You mean, my 6 Ghosts, overpowered ?

I don't think so. This ability can be ignored and they can be conquered as any other race. Their ability enables them AND another race to share a territory, which enables both to earn victory points - and, unless I missed something, this is the main goal in Small World ^^

Plus, it gives a great additionnal defense, so people will generaly invade your regions as they were empty, and that's it, unless there is someone daredevil enough to go and try. In fact, it gives more room to everybody, and the advantage is great for everybody, slightly more for the Ghosts (that's why I chose 6) because all of your regions, or almost, will be well protected, and so will a few of the others, but just two or three, not all of them.

Well, actually, I haven't tried them yet. You can Wink


I was referring to your Ghosts. Consider this: they can take whatever territories they want as usual. But they can NEVER be conquered. That means the player with the ghosts can easily take 6-10 territories and go into decline without opposition and have 6-10 points every turn GUARANTEED. Compare the ghosts' power to the White LAdies (from Grand Dames). Their power is similar, except they cannot share their territories (but both WL and Ghosts get the points, nonetheless), but the White Ladies power ONLY comes into effect on decline, so it's actually less powerful than your ghosts as far as point-earning potential. And yet, the developers balanced them at 2 armies, the lowest in the official game, which suggests that their race is the most powerful in the game. And as far as point-earning potential, your Ghosts are even MORE powerful because their power is in effect before they go into decline. Yet they're balanced at 6.

I love the idea of the ghosts, but Ithink they should be balanced with less armies.


You still didn't get my point.

I'll repeat it again, my Ghosts, not that I am fully satisfied of them, can perfectly be conquered normally. Their ability is OPTIONAL. If you want to conquer them, you can do it by ignoring it. The only reason they might get so much territories is that the enemy hasn't got a power which grants bonuses by slaying people but by occupying regions (Merchants, Imperials...) and that have few tokens ; that would offer them some bonus defense (like the Dwarves or the White Ladies). Or simply races that haven't got many tokens left to expand one more time.
      
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