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Dan42hitchikers
Member

Posts: 88
Registered:
August 2012
Re:Fan Creations - Races and Powers Mon, 19 May 2014 23:26
Powers shouldn't rely on being balanced by having players team up, otherwise in a 2P game one guy gets stuffed and the game becomes broken.
      
clayliford
Junior Member

Posts: 2
Registered:
May 2014
Re:Fan Creations - Races and Powers Mon, 19 May 2014 23:37
Yeah, I get that. And I opted not to test it out in a two-player scenario. I suppose what I'm driving at is IF it creates an imbalance in a larger scale game. Or, more to the point, has anyone thought of or tried this before?
      
TheMadNutter
Junior Member

Posts: 5
Registered:
March 2014
Re:Fan Creations - Races and Powers Wed, 11 June 2014 18:16
http://cf.geekdo-images.com/images/pic2046398_lg.jpg

Inspired by Mice and Mystics, I decided to do a race for Small World. They are like the Mudmen from Small world Underground, but instead of swamps they gain troops from farmlands.

Rule-book formulation:
During the Troop redeployment phase of your turn, take 1 new Mice token from the tray for each Farmland Region you occupy and deploy them in any Region(s) your Mice occupy.

Download / print
You can download the file from Boardgamegeek here:
http://boardgamegeek.com/filepage/104312/custom-race-mice.
Remember not to scale when printing.

I hope you'll have fun with them.
- Morten
      
DragonsDream
Junior Member

Posts: 7
Registered:
June 2014
Re:Fan Creations - Races and Powers Sat, 05 July 2014 22:20
Hi,
I'm pretty new to the game and brand new to these boards my first post!)

I have been trying to come up with new powers as I find them more interesting (and harder to invent) than races. I like powers that change the game mechanics but remain balanced with what already exists. Here are some I have been developing.

Displacing (2?3?): Any region containing ONLY 1 race token can be conquered by a single Displacing race token but the conquered token isn't killed, it is relocated to any empty region on the map of the conquerors choice. If the conquered region would give the displaced token a bonus, that bonus is transferred to the conquering player. If no empty regions are available, this power cannot be used.

*fortresses, troll lairs, etc provide protection against this ability. There can only be 1 token in the region to be conquered.

My thinking: I wanted a power that rewards defense and penalizes solitary tokens. The balance against these regions being so easily conquered is that the player doesn't actually lose the token or even a VP, but is relocated on the board. I hope to test this next weekend when I play with my nephew & family.

The reasoning for the lack of adjacency requirement as well as the transfer of bonuses was to provide an incentive to Displace a token rather than just kill it.Also, it leads to the interesting strategy of bullying one enemy token all over the board, gaining all the possible bonuses. Use one token to displace (and conquer) a single human token in a forest. Send the displaced human to fields where they would gain +1 VC. Then use another token to displace that same human token to a different field. Rinse, repeat until you are out of tokens in your hand.

Not sure if I like that but it would be different. And while a Displacing race could quickly grab a number of bonuses, they would also be very spread out and possibly lacking in defense. I suppose you can add a rule that a particular token can only be displaced once per turn but I don't want the power to be too overly complicated.

I do like the mechanic. It's different from what's already in the game and I have this vision of a race teleporting into a poorly defended region and zapping the lone defender half way across the world and claiming the region for themselves. I just need to find an elegant way of making displacing a viable choice over outright killing.

Prognosticating(3? 4?): During the redeployment phase of your turn, take your 4(5?) All Seeing Eye tokens and place them in any region (1 per region). If any region with an Eye is conquered, take the Eye back in hand and receive 2 (1?) VC from the bank. Take back all Eye tokens during the Readying Your Troops phase.

I debated allowing this power to be used before a player's turn when they could "predict" their own conquests but that felt overpowered. I am not certain yet on the exact numbers involved. More Eyes, worth only 1 point each or fewer worth 2. With all VC granting powers, I have to compare to Merchant, which a well played race can use to gain +7VC every turn but gives only 2 tokens. As written now, there is the possibility of 8 VC but this can be thwarted by other players. In my perfect world, these Prognostications would be hidden from other players as to not influence their decisions on where to attack but that mechanic just does not exist in this game.

The problem I foresee with few eyes/2VC is that the player can use them defensively, placing the Eyes on his own border regions causing opponents to hesitate to conquer a region that gives 2 VC to the current occupant. Having more Eyes (5? 6?) worth only 1 point each could offset that. I suppose the rule could change to During the redeployment phase of your turn, take your All Seeing Eye tokens and place them in any region you don't currently occupy(1 per region)to prevent purely defensive use of them. Any thoughts on this?

Resurrecting (?)/Undying(?)(5): On every turn after your race goes in Decline, during the ready you troops phase, take one (2?) token(s) from the tray and place it on a region (regions) occupied by your declined race

Feels underpowered (thus thinking about +2 tokens/turn) since all this really does is leave your In Decline race on the board a little longer. Play testing required. Needs a better name.

Homebound/agoraphobic/isolationist/Homesick(4): During the readying your troops phase, you must abandon all but one contiguous group of regions (all regions you occupy at the beginning of your turn must be adjacent). Collect +4(5? 3?) VC each turn you don't have to abandon any regions

I'm not actually sure how difficult it is to keep all your tokens in a singular group. That difficulty should determine the reward for doing so (as well as acting as the offset for being forced to abandon regions). Needs a better name. The idea here is to encourage (force) the player to keep their regions in a group rather then a thin line through the map

Provoking(?)(5): Conquer any region occupied by an active Race that could have attacked you their previous turn but didn't with 1 less token than usual. A minimum of 1 token is still required

OK, so this is just Vengeful in reverse. Not every power needs to reinvent the wheel right? Although this is useless at the start of the game and might need to be fixed. Also needs a good name.

I am open to any and all comments or criticism for improving these ideas or just telling me they are unworkable and abandoning them. Thanks!
      
blaxnlion
Senior Member

Posts: 290
Registered:
January 2013
Re:Fan Creations - Races and Powers Sat, 05 July 2014 23:29
Okay...

Displacing : way too underpowered, it's like Sorcerers but weaker : it doesn't kill, it doesn't grant extra tokens from the tray, defense tokens are protective, and the bonus thing that is displaced as well is too specific. I say make it a 5. Now I imagine something as "Copying" when you can copy bonuses linkes to conquest, but again it's too specific. But deep down it's a good idea, it takes advantage of a too much spread race Wink

Prognosticating : very good idea, although I don't quite like the name (what about Seer ? I used it for something very similar). Give them a 5, but only with +1 VP from the tray. Or maybe only 4, with two eyes, but they grant 2 VPs each.

Ressurecting : not bad, but Ressurecting White Ladies would be broken.

Homebound : mmmmh, not fond of this one... too unbalanced, but hey, that's just my opinion Wink

Provoking : kinda tricky but it can work. Maybe not in a two-player match...
      
DragonsDream
Junior Member

Posts: 7
Registered:
June 2014
Re:Fan Creations - Races and Powers Sun, 06 July 2014 21:28
Thanks for the feedback!

I really love the concept of Displacing (my original name was Teleporting)
Perhaps I should go back to that name. But yes, thy are very underpowered, even though they should be able to gain a large number of regions very quickly (and Displacing Orcs or Skeletons would be close to broken), but they probably won't be able to hold them.

Is the solution then to add some defense? I can think of a dozen different ways to add something but they all start to lose elegance & simplicity. Best one I can come up with is: When In Decline, solitary Displaced Race tokens are not removed when conquered, but teleport themselves to an occupied region if possible.

I really don't want the rules for this to become too fiddly but I can see they are going that way (if not already, even if dropping the bonus stealing ability)

I am curious as to what you think is unbalanced about Homebound - too weak, too strong? Too annoying? I haven't playtested it so I haven't seen how it would actually play out.
      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Fri, 18 July 2014 17:13
???? (6/11 for race, 5 for power.)
You may conquer monster occupied regions and regions with popular places and righteous relics with 1 less token than usual.
Gremlins? Greedy? Dunno what to call it.
Copy alert!
Makers/forging (6/11 or 5)
Draw a random relic or popular place when you take this combo. You may place it on any region you occupy at the end of your first turn with this race.
This has been done before, but it's just plain fun to use. (Or at least I think it would be.)
Barrow wights (5/10)
Hill regions you conquer are invulnerable, even in decline.
I FINALLY thought of a thematic way to raise the number of hill users to 3.
Shadow (5)
When attacking or attacking from cavern regions, you use 1 less token.
Think slightly more powerful giants with caves.
Minotaurs (6/11)
You may conquer regions occupied by active races with 1 less token than usual.
Polar opposite of goblins.
For future reference, ALL races/powers with a "one less token on certain regions" power must have more tokens than the ogres/commando power.
      
blaxnlion
Senior Member

Posts: 290
Registered:
January 2013
Re:Fan Creations - Races and Powers Sat, 19 July 2014 09:26
The first one is too weak, I would make the bonus attack a -2. I did the same for my Yetis, which can attack Mountains with 2 less tokens than necessary. And Mountains are still more numerous than Relics and Popular places. Yet it's a very good idea, so are the others.
      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Sat, 19 July 2014 20:52
blaxnlion wrote on Sat, 19 July 2014 03:26

The first one is too weak, I would make the bonus attack a -2. I did the same for my Yetis, which can attack Mountains with 2 less tokens than necessary. And Mountains are still more numerous than Relics and Popular places. Yet it's a very good idea, so are the others.

I was worried about that. Conveniently, relics and places are almost never on their own in a region, making the likelihood of wasted bonuses negligible. Now I have two questions. One: what would be a good name for the first race/power? Two: which one should I use as a race-the minotaurs, the currently-nameless race, or the makers? (The barrow wights are a definite yes.)
      
blaxnlion
Senior Member

Posts: 290
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 20 July 2014 00:14
masterdruid817 wrote on Sat, 19 July 2014 20:52

blaxnlion wrote on Sat, 19 July 2014 03:26

The first one is too weak, I would make the bonus attack a -2. I did the same for my Yetis, which can attack Mountains with 2 less tokens than necessary. And Mountains are still more numerous than Relics and Popular places. Yet it's a very good idea, so are the others.

I was worried about that. Conveniently, relics and places are almost never on their own in a region, making the likelihood of wasted bonuses negligible. Now I have two questions. One: what would be a good name for the first race/power? Two: which one should I use as a race-the minotaurs, the currently-nameless race, or the makers? (The barrow wights are a definite yes.)


I would make the first one a power and call it Burgling. And I like Minotaurs a lot !
      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Sun, 20 July 2014 03:45
blaxnlion wrote on Sat, 19 July 2014 18:14

masterdruid817 wrote on Sat, 19 July 2014 20:52

blaxnlion wrote on Sat, 19 July 2014 03:26

The first one is too weak, I would make the bonus attack a -2. I did the same for my Yetis, which can attack Mountains with 2 less tokens than necessary. And Mountains are still more numerous than Relics and Popular places. Yet it's a very good idea, so are the others.

I was worried about that. Conveniently, relics and places are almost never on their own in a region, making the likelihood of wasted bonuses negligible. Now I have two questions. One: what would be a good name for the first race/power? Two: which one should I use as a race-the minotaurs, the currently-nameless race, or the makers? (The barrow wights are a definite yes.)


I would make the first one a power and call it Burgling. And I like Minotaurs a lot !

Yeah, minotaurs are definitely becoming a race. Now I just need two underground races to pillage for tokens...
      
DragonsDream
Junior Member

Posts: 7
Registered:
June 2014
Re:Fan Creations - Races and Powers Sun, 20 July 2014 20:43
As my 13 year old Swedish nephew just started playing the game with us, I have been busy making many new races. Some are just variations on Giants' power (you may use one less token when attacking from a ___ you own) but my family kept asking me why mountains were the only ones like that.

Here are the ones we thought were more creative:

My nephew specifically requested a dinosaur race and suggested Raptors that got new tokens (which we call "Dudes") from eggs. So I created:
Rapters: During redeployment, place your 3 Raptor Eggs in regions you occupy. At the beginning of your next turn, pick up any eggs and take 1 token from the tray for each. Conquered Eggs are returned to your hand. (5/18)

My nephew's favorite game mechanic is getting new tokens, so we try to include as many of those type races as possible from the custom stuff available

Formians: Formians can enter anywhere on the board except Mountains. Place a Hive token on this spot. The Hive gives +1 defense and +1 VC even in decline. It is removed if conquered. While active, during the Ready Your Troops phase, if your hive is still on the board, take 2 extra tokens from the tray. If your hive is gone, discard 1 token to the tray.(5/18)

Saw this one elsewhere and tweaked it a bit.

Valkyries: Once Valkyries are chosen, the first of each race token killed is placed on the Valkyrie Banner (including the Valkyres themselves). When they go in decline, these tokens are sent to the tray and 2 VC per race are collected.(6/11) (my wife's family is Swedish, so some Nordic races were required)

Originally, it was just 1 VC, but even in a 5 player game, it just wasn't enough VCs to really be viable compared to Orcs or someone with Merchant or Pillaging. at 2, it's still not better than Merchant but better than Wealthy and if you keep them at least 3 turns, it can be on par with Alchemist. Hasn't been tested in less than a 5 player game though.

Gremlins: No defensive structures can be built/placed in regions adjacent to Gremlin occupied regions(7/12) (weak but conceptually fun and tends to be irritating. I would give them more dudes, but then they become Ratmen with a power)

Pharaohs: While active, every time a Pharaoh is sent to the tray, put a Pyramid token in one of your regions. Pyramids give +1 defense and +1 VC while active and +1 defense when you go in decline. They are removed if the region is conquered or abandoned (my nephew wanted Mummies but since they already exist in SWU, this was my way of including something Egyptian)

Ents/Treants: When an In Decline Treant occupied region is conquered, place a Shady Grove marker on the region. The Shady Grove gives +1 defense to the race occupying the region (and in all ways acts like a mountain token – can’t be moved, remains if the region is abandoned) but continues to score 1 VC for the Treants. The Shady Grove remains on the map until Treants are forced off the board.

I generally hate hate hate any custom race/power that involves sharing a region (in a 5 player game with 11 races on the board, seeing where you are is hard enough without worrying about being under someone else's token) and have avoided or rewritten any custom race that involves this mechanic. However, I liked this idea for Treants enough to create an easy to see mountain-sized Shady Grove token which makes the 2 races on a region idea work.

We have noticed after several plays that since we are family, we tend to play less aggressively (even apologizing when killing active tokens), so I have been designing races & powers that reward attacking active races more. For others, this approach may be unbalanced but it works for us. I am open to any feedback, comment or criticism for improving these.
      
DragonsDream
Junior Member

Posts: 7
Registered:
June 2014
Re:Fan Creations - Races and Powers Sun, 20 July 2014 20:52
masterdruid817 wrote on Fri, 18 July 2014 11:13


Barrow wights (5/10)
Hill regions you conquer are invulnerable, even in decline.
I FINALLY thought of a thematic way to raise the number of hill users to 3.
Shadow (5)
When attacking or attacking from cavern regions, you use 1 less token.
Think slightly more powerful giants with caves.
Minotaurs (6/11)
You may conquer regions occupied by active races with 1 less token than usual.
Polar opposite of goblins.
For future reference, ALL races/powers with a "one less token on certain regions" power must have more tokens than the ogres/commando power.


Wights are on my list of races to create- I rather like your version so they are getting moved from the "create" list to the "need artwork & a banner" list.

For the Cavern version of Dwarves, "+1 VC per Cavern region you own, even in decline" we went with Neanderthals (Cave Men!) Don't yet have an "attack caverns at 1 token less" Race
      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Mon, 21 July 2014 16:58
Grab a set of markers and one of the blank banners from the main game or an expansion. The art won't be detailed, but you have absolute customization.
      
DragonsDream
Junior Member

Posts: 7
Registered:
June 2014
Re:Fan Creations - Races and Powers Tue, 22 July 2014 11:38
masterdruid817 wrote on Mon, 21 July 2014 10:58

Grab a set of markers and one of the blank banners from the main game or an expansion. The art won't be detailed, but you have absolute customization.


I have already printed out over 30 custom races that I found art for. I have a folder on my computer for other races in various stages of creation, so getting moved from "needs to be created" to "needs art" means I don't need to think of a power and can now make the banner & tokens.
      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Tue, 22 July 2014 16:47
Hey, when you say you are printing the art out, do you mean printing out on paper, or on the banners themselves? If the latter, how?
      
DragonsDream
Junior Member

Posts: 7
Registered:
June 2014
Re:Fan Creations - Races and Powers Tue, 22 July 2014 22:41
masterdruid817 wrote on Tue, 22 July 2014 10:47

Hey, when you say you are printing the art out, do you mean printing out on paper, or on the banners themselves? If the latter, how?

once I have artwork for banners & tokens, I line them up in photoshop, then print them out on sticker paper. Then I put the front sticker paper on chitboard* and feed it through a paper guillitine to first make long strips of tokens, then cut them individually. I used an exacto knife on my first batch, which worked fine, but looks homemade. The paper slicer gives really nice results. Last step is to cut the back sticker paper and carefully apply them to the tokens. Cutting the curves on the banners is tricky though and I haven't found a good method yet.

*I actually have no idea if what I used is chitboard, but it's a stiff white cardboard of just the right thickness that my sister-in-law found at an art store.
      
Shirner
Junior Member

Posts: 1
Registered:
August 2014
Re:Fan Creations - Races and Powers Thu, 14 August 2014 16:10
Power:
Exploring:
You get 1 Coin for each type of diffrent terain type you control in the end of your turn.
4 Tokens

Homelander:
In the end of your turn you get 2 Coins for each the most popular terrain type you control.
4 Tokens
In the end you control 2 Forests, 1 Mountain, 1 Swamp : So you get 4 Gold coins for 2 Forests.
If you have 3 Mountains, 2 Swamps you get 6 Coins


Jumping:
You can only conquer a territory that is 2 lands far (You can get there just by moving over 1 territory (including lakes)) You can't conquer the region that is bordering any region occupied by your race
5 Tokens

[Updated on: Thu, 14 August 2014 18:30]

      
blaxnlion
Senior Member

Posts: 290
Registered:
January 2013
Re:Fan Creations - Races and Powers Thu, 14 August 2014 19:19
Shirner wrote on Thu, 14 August 2014 16:10

Power:
Exploring:
You get 1 Coin for each type of diffrent terain type you control in the end of your turn.
4 Tokens

Homelander:
In the end of your turn you get 2 Coins for each the most popular terrain type you control.
4 Tokens
In the end you control 2 Forests, 1 Mountain, 1 Swamp : So you get 4 Gold coins for 2 Forests.
If you have 3 Mountains, 2 Swamps you get 6 Coins


Jumping:
You can only conquer a territory that is 2 lands far (You can get there just by moving over 1 territory (including lakes)) You can't conquer the region that is bordering any region occupied by your race
5 Tokens


Exploring - already had this idea and 4 tokens is far too powerful. Remember Alchemist which grants +2 PV per turn, Hill that only grants +1 per Hill... With exploring you just have to conquer two different adjacent regions to have +2 PV already. Give them a 3.

Same thing for Homelander, way too powerful. Give them a 3.

Jumping - this is a disadvantage rather than an advantage, so 5 is definitely weak. I would give them the power to jump over an enemy region with a -1 bonus attack, but only by jumping over enemies.
      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Sat, 30 August 2014 18:19
DragonsDream wrote on Sun, 20 July 2014 14:43

As my 13 year old Swedish nephew just started playing the game with us, I have been busy making many new races. Some are just variations on Giants' power (you may use one less token when attacking from a ___ you own) but my family kept asking me why mountains were the only ones like that.

Here are the ones we thought were more creative:

My nephew specifically requested a dinosaur race and suggested Raptors that got new tokens (which we call "Dudes") from eggs. So I created:
Rapters: During redeployment, place your 3 Raptor Eggs in regions you occupy. At the beginning of your next turn, pick up any eggs and take 1 token from the tray for each. Conquered Eggs are returned to your hand. (5/18)

My nephew's favorite game mechanic is getting new tokens, so we try to include as many of those type races as possible from the custom stuff available

Formians: Formians can enter anywhere on the board except Mountains. Place a Hive token on this spot. The Hive gives +1 defense and +1 VC even in decline. It is removed if conquered. While active, during the Ready Your Troops phase, if your hive is still on the board, take 2 extra tokens from the tray. If your hive is gone, discard 1 token to the tray.(5/18)

Saw this one elsewhere and tweaked it a bit.

Valkyries: Once Valkyries are chosen, the first of each race token killed is placed on the Valkyrie Banner (including the Valkyres themselves). When they go in decline, these tokens are sent to the tray and 2 VC per race are collected.(6/11) (my wife's family is Swedish, so some Nordic races were required)

Originally, it was just 1 VC, but even in a 5 player game, it just wasn't enough VCs to really be viable compared to Orcs or someone with Merchant or Pillaging. at 2, it's still not better than Merchant but better than Wealthy and if you keep them at least 3 turns, it can be on par with Alchemist. Hasn't been tested in less than a 5 player game though.

Gremlins: No defensive structures can be built/placed in regions adjacent to Gremlin occupied regions(7/12) (weak but conceptually fun and tends to be irritating. I would give them more dudes, but then they become Ratmen with a power)

Pharaohs: While active, every time a Pharaoh is sent to the tray, put a Pyramid token in one of your regions. Pyramids give +1 defense and +1 VC while active and +1 defense when you go in decline. They are removed if the region is conquered or abandoned (my nephew wanted Mummies but since they already exist in SWU, this was my way of including something Egyptian)

Ents/Treants: When an In Decline Treant occupied region is conquered, place a Shady Grove marker on the region. The Shady Grove gives +1 defense to the race occupying the region (and in all ways acts like a mountain token – can’t be moved, remains if the region is abandoned) but continues to score 1 VC for the Treants. The Shady Grove remains on the map until Treants are forced off the board.

I generally hate hate hate any custom race/power that involves sharing a region (in a 5 player game with 11 races on the board, seeing where you are is hard enough without worrying about being under someone else's token) and have avoided or rewritten any custom race that involves this mechanic. However, I liked this idea for Treants enough to create an easy to see mountain-sized Shady Grove token which makes the 2 races on a region idea work.

We have noticed after several plays that since we are family, we tend to play less aggressively (even apologizing when killing active tokens), so I have been designing races & powers that reward attacking active races more. For others, this approach may be unbalanced but it works for us. I am open to any feedback, comment or criticism for improving these.


How many tokens do the ents get?
      
DragonsDream
Junior Member

Posts: 7
Registered:
June 2014
Re:Fan Creations - Races and Powers Fri, 05 September 2014 16:45
masterdruid817 wrote on Sat, 30 August 2014 12:19

DragonsDream wrote on Sun, 20 July 2014 14:43

As my 13 year old Swedish nephew just started playing the game with us, I have been busy making many new races. Some are just variations on Giants' power (you may use one less token when attacking from a ___ you own) but my family kept asking me why mountains were the only ones like that.

Here are the ones we thought were more creative:

My nephew specifically requested a dinosaur race and suggested Raptors that got new tokens (which we call "Dudes") from eggs. So I created:
Rapters: During redeployment, place your 3 Raptor Eggs in regions you occupy. At the beginning of your next turn, pick up any eggs and take 1 token from the tray for each. Conquered Eggs are returned to your hand. (5/18)

My nephew's favorite game mechanic is getting new tokens, so we try to include as many of those type races as possible from the custom stuff available

Formians: Formians can enter anywhere on the board except Mountains. Place a Hive token on this spot. The Hive gives +1 defense and +1 VC even in decline. It is removed if conquered. While active, during the Ready Your Troops phase, if your hive is still on the board, take 2 extra tokens from the tray. If your hive is gone, discard 1 token to the tray.(5/18)

Saw this one elsewhere and tweaked it a bit.

Valkyries: Once Valkyries are chosen, the first of each race token killed is placed on the Valkyrie Banner (including the Valkyres themselves). When they go in decline, these tokens are sent to the tray and 2 VC per race are collected.(6/11) (my wife's family is Swedish, so some Nordic races were required)

Originally, it was just 1 VC, but even in a 5 player game, it just wasn't enough VCs to really be viable compared to Orcs or someone with Merchant or Pillaging. at 2, it's still not better than Merchant but better than Wealthy and if you keep them at least 3 turns, it can be on par with Alchemist. Hasn't been tested in less than a 5 player game though.

Gremlins: No defensive structures can be built/placed in regions adjacent to Gremlin occupied regions(7/12) (weak but conceptually fun and tends to be irritating. I would give them more dudes, but then they become Ratmen with a power)

Pharaohs: While active, every time a Pharaoh is sent to the tray, put a Pyramid token in one of your regions. Pyramids give +1 defense and +1 VC while active and +1 defense when you go in decline. They are removed if the region is conquered or abandoned (my nephew wanted Mummies but since they already exist in SWU, this was my way of including something Egyptian)

Ents/Treants: When an In Decline Treant occupied region is conquered, place a Shady Grove marker on the region. The Shady Grove gives +1 defense to the race occupying the region (and in all ways acts like a mountain token – can’t be moved, remains if the region is abandoned) but continues to score 1 VC for the Treants. The Shady Grove remains on the map until Treants are forced off the board.

I generally hate hate hate any custom race/power that involves sharing a region (in a 5 player game with 11 races on the board, seeing where you are is hard enough without worrying about being under someone else's token) and have avoided or rewritten any custom race that involves this mechanic. However, I liked this idea for Treants enough to create an easy to see mountain-sized Shady Grove token which makes the 2 races on a region idea work.

We have noticed after several plays that since we are family, we tend to play less aggressively (even apologizing when killing active tokens), so I have been designing races & powers that reward attacking active races more. For others, this approach may be unbalanced but it works for us. I am open to any feedback, comment or criticism for improving these.


How many tokens do the ents get?


my latest rewrite on Ents (Treants in my current art)
Ents/Treants (4/9):
When Treants go into decline, place a Shady Grove token on each region they occupy, then remove ALL Treant tokens leaving none in the map (instead of the usual one). The Shady Grove gives +1 defense to the region (and in all ways acts like a mountain token - can't be moved, remains if the region is abandoned) and scores 1 VC for the Treants on each round they are in decline. The Shady Grove tokens remain on the map while Treants are in decline.

[Updated on: Fri, 05 September 2014 16:47]

      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Sat, 06 September 2014 15:56
DragonsDream wrote on Fri, 05 September 2014 10:45

masterdruid817 wrote on Sat, 30 August 2014 12:19

DragonsDream wrote on Sun, 20 July 2014 14:43

As my 13 year old Swedish nephew just started playing the game with us, I have been busy making many new races. Some are just variations on Giants' power (you may use one less token when attacking from a ___ you own) but my family kept asking me why mountains were the only ones like that.

Here are the ones we thought were more creative:

My nephew specifically requested a dinosaur race and suggested Raptors that got new tokens (which we call "Dudes") from eggs. So I created:
Rapters: During redeployment, place your 3 Raptor Eggs in regions you occupy. At the beginning of your next turn, pick up any eggs and take 1 token from the tray for each. Conquered Eggs are returned to your hand. (5/18)

My nephew's favorite game mechanic is getting new tokens, so we try to include as many of those type races as possible from the custom stuff available

Formians: Formians can enter anywhere on the board except Mountains. Place a Hive token on this spot. The Hive gives +1 defense and +1 VC even in decline. It is removed if conquered. While active, during the Ready Your Troops phase, if your hive is still on the board, take 2 extra tokens from the tray. If your hive is gone, discard 1 token to the tray.(5/18)

Saw this one elsewhere and tweaked it a bit.

Valkyries: Once Valkyries are chosen, the first of each race token killed is placed on the Valkyrie Banner (including the Valkyres themselves). When they go in decline, these tokens are sent to the tray and 2 VC per race are collected.(6/11) (my wife's family is Swedish, so some Nordic races were required)

Originally, it was just 1 VC, but even in a 5 player game, it just wasn't enough VCs to really be viable compared to Orcs or someone with Merchant or Pillaging. at 2, it's still not better than Merchant but better than Wealthy and if you keep them at least 3 turns, it can be on par with Alchemist. Hasn't been tested in less than a 5 player game though.

Gremlins: No defensive structures can be built/placed in regions adjacent to Gremlin occupied regions(7/12) (weak but conceptually fun and tends to be irritating. I would give them more dudes, but then they become Ratmen with a power)

Pharaohs: While active, every time a Pharaoh is sent to the tray, put a Pyramid token in one of your regions. Pyramids give +1 defense and +1 VC while active and +1 defense when you go in decline. They are removed if the region is conquered or abandoned (my nephew wanted Mummies but since they already exist in SWU, this was my way of including something Egyptian)

Ents/Treants: When an In Decline Treant occupied region is conquered, place a Shady Grove marker on the region. The Shady Grove gives +1 defense to the race occupying the region (and in all ways acts like a mountain token – can’t be moved, remains if the region is abandoned) but continues to score 1 VC for the Treants. The Shady Grove remains on the map until Treants are forced off the board.

I generally hate hate hate any custom race/power that involves sharing a region (in a 5 player game with 11 races on the board, seeing where you are is hard enough without worrying about being under someone else's token) and have avoided or rewritten any custom race that involves this mechanic. However, I liked this idea for Treants enough to create an easy to see mountain-sized Shady Grove token which makes the 2 races on a region idea work.

We have noticed after several plays that since we are family, we tend to play less aggressively (even apologizing when killing active tokens), so I have been designing races & powers that reward attacking active races more. For others, this approach may be unbalanced but it works for us. I am open to any feedback, comment or criticism for improving these.


How many tokens do the ents get?


my latest rewrite on Ents (Treants in my current art)
Ents/Treants (4/9):
When Treants go into decline, place a Shady Grove token on each region they occupy, then remove ALL Treant tokens leaving none in the map (instead of the usual one). The Shady Grove gives +1 defense to the region (and in all ways acts like a mountain token - can't be moved, remains if the region is abandoned) and scores 1 VC for the Treants on each round they are in decline. The Shady Grove tokens remain on the map while Treants are in decline.


I see. I knew they would probably be a 3/8 or 4/9. If I use them, I'll probably use Storm giants (from the hobbit) so the groves can be replaced with black mountains from underground.
      
player1655345
Junior Member

Posts: 1
Registered:
October 2014
Re:Fan Creations - Races and Powers Wed, 15 October 2014 17:24
This was a really interesting thread. I've only just discovered Small World, I wish I'd have come across it earlier! So, here are some of my ideas.


POWERS

For Hire (4): When another player conquers a region, he or she can pay you a victory point to reduce the token cost by two. Players cannot attack you and benefit from this power in the same turn.

-- This is a flipped version of Mercenary. Rather than gaining attack power, it's an income source. It's also a cooperative ability that gives other players an incentive not to attack you.

The narrative here is that your troops take money from other races to aid their conquest.


Harmonius (5): If an active race shares a border with you at the start of their turn, and does not attack you during their turn, the player gains one bonus victory token.

-- Note that this does not keep you from attacking neighbors yourself.

The narrative is that you are a prospering race that is open and generous in trade, so your neighbors benefit as long as there is peace.

SImilar to the one above, this flips Vengeance on its head, and gives a positive incentive not to attack you. Yes, you hand out free tokens, but undisturbed expansion can be worth it.

A more direct wording would be "if a player can attack you but doesn't..." but this simple sentence creates a host of problems.

It's surprisingly complex to keep track of whether a race can attack you or not.
- if a race is low on free tokens, they can be adjacent but not able attack you...
- unless they roll high on the replacement die...
- if you are a halfling, a race may only be adjacent to your holes, so they can't attack you...
- if you're seafaring and occupy sea, another player can be adjacent but not be able to attack you...
- flying, underground, slingmen etc. can attack you even if they are not in any adjacent region...

Keeping it to "adjacent" and "did not attack you" this power relies on conditions that are reasonably easy to track.



Poaching (5): Collect one victory point for each adjacent empty land.

-- The idea is that your race uses adjacent empty lands as hunting grounds. The main downside is that in the late game, you're unlikely to have empty adjacent lands, unless a declining race is removed. Just a little idea I haven't seen here yet.


Charitable (3): When this power appears in a combo, put 10 victory points on it. Each time the combo is passed, the player removes one point from it instead of placing one. If none are left, the combo can be passed at no cost.

-- An alternative to Wealthy, with a little "pick it now or regret!" spin to it.


RACES

Hobgoblins (6 / 11): Hobgoblins conquer a region at -1 token cost if they occupy at least two adjacent regions.

-- This has been mentioned as a power once or twice in this thread. I think it works great for hobgoblins. They're a monster race, but in D&D lore they are known for excellent discipline and army logistics.


Prophets (4 / 9): You conquer lost tribes and in decline regions at one less token cost. If you do, immediately collect one victory point and leave one lost tribe or declined race token in the region. This token has no other effect but to increase the cost for other races to conquer the region. Remove it when you abandon the region, when it is conquered or when you go in decline. You still require a prophet token to occupy the region.

-- The narrative here is that these guys come in as messengers from the gods and convert over the lost tribes and declining races as believers.

(There has been a similar idea here, but I feel I have a more interesting spin on it)


Demons (6 / 11): You gain three plague tokens. During redeployment, place these tokens in any adjacent region of your choice. You can conquer this region at one less token cost, and it does not generate victory coins for other races.
Remove plague tokens when you conquer a region, when it is no longer adjacent to your lands, or when you go in decline.

-- The tokens serve two purposes - to announce your next conquest goals and to mess with other players. Of course, they also make for a nice bluff.


Dark Elves (4 / 9): Other races require an additional token to conquer a region you occupy. After conquest, this token is put into the storage tray.

-- Yes, I'm aware that there are Drow in Underworld, but they are just not nasty enough to live up to the name. These guys are. This also creates a nice opposite to elves - one race rather retreats before they take losses, the other ... retreats too, but then they come back at night and murder you! I'm aware that this has been posted as a power here already, but I wanted to point out just how well it fits drow!

Good gaming everyone!

[Updated on: Wed, 15 October 2014 17:30]

      
masterdruid817
Member

Posts: 51
Registered:
October 2013
Re:Fan Creations - Races and Powers Thu, 16 October 2014 14:28
player1655345 wrote on Wed, 15 October 2014 11:24

This was a really interesting thread. I've only just discovered Small World, I wish I'd have come across it earlier! So, here are some of my ideas.


POWERS

For Hire (4): When another player conquers a region, he or she can pay you a victory point to reduce the token cost by two. Players cannot attack you and benefit from this power in the same turn.

-- This is a flipped version of Mercenary. Rather than gaining attack power, it's an income source. It's also a cooperative ability that gives other players an incentive not to attack you.

The narrative here is that your troops take money from other races to aid their conquest.


Harmonius (5): If an active race shares a border with you at the start of their turn, and does not attack you during their turn, the player gains one bonus victory token.

-- Note that this does not keep you from attacking neighbors yourself.

The narrative is that you are a prospering race that is open and generous in trade, so your neighbors benefit as long as there is peace.

SImilar to the one above, this flips Vengeance on its head, and gives a positive incentive not to attack you. Yes, you hand out free tokens, but undisturbed expansion can be worth it.

A more direct wording would be "if a player can attack you but doesn't..." but this simple sentence creates a host of problems.

It's surprisingly complex to keep track of whether a race can attack you or not.
- if a race is low on free tokens, they can be adjacent but not able attack you...
- unless they roll high on the replacement die...
- if you are a halfling, a race may only be adjacent to your holes, so they can't attack you...
- if you're seafaring and occupy sea, another player can be adjacent but not be able to attack you...
- flying, underground, slingmen etc. can attack you even if they are not in any adjacent region...

Keeping it to "adjacent" and "did not attack you" this power relies on conditions that are reasonably easy to track.



Poaching (5): Collect one victory point for each adjacent empty land.

-- The idea is that your race uses adjacent empty lands as hunting grounds. The main downside is that in the late game, you're unlikely to have empty adjacent lands, unless a declining race is removed. Just a little idea I haven't seen here yet.


Charitable (3): When this power appears in a combo, put 10 victory points on it. Each time the combo is passed, the player removes one point from it instead of placing one. If none are left, the combo can be passed at no cost.

-- An alternative to Wealthy, with a little "pick it now or regret!" spin to it.


RACES

Hobgoblins (6 / 11): Hobgoblins conquer a region at -1 token cost if they occupy at least two adjacent regions.

-- This has been mentioned as a power once or twice in this thread. I think it works great for hobgoblins. They're a monster race, but in D&D lore they are known for excellent discipline and army logistics.


Prophets (4 / 9): You conquer lost tribes and in decline regions at one less token cost. If you do, immediately collect one victory point and leave one lost tribe or declined race token in the region. This token has no other effect but to increase the cost for other races to conquer the region. Remove it when you abandon the region, when it is conquered or when you go in decline. You still require a prophet token to occupy the region.

-- The narrative here is that these guys come in as messengers from the gods and convert over the lost tribes and declining races as believers.

(There has been a similar idea here, but I feel I have a more interesting spin on it)


Demons (6 / 11): You gain three plague tokens. During redeployment, place these tokens in any adjacent region of your choice. You can conquer this region at one less token cost, and it does not generate victory coins for other races.
Remove plague tokens when you conquer a region, when it is no longer adjacent to your lands, or when you go in decline.

-- The tokens serve two purposes - to announce your next conquest goals and to mess with other players. Of course, they also make for a nice bluff.


Dark Elves (4 / 9): Other races require an additional token to conquer a region you occupy. After conquest, this token is put into the storage tray.

-- Yes, I'm aware that there are Drow in Underworld, but they are just not nasty enough to live up to the name. These guys are. This also creates a nice opposite to elves - one race rather retreats before they take losses, the other ... retreats too, but then they come back at night and murder you! I'm aware that this has been posted as a power here already, but I wanted to point out just how well it fits drow!

Good gaming everyone!


All of these are cool! Now I need to decide between your drow,and another version I found whose ability is the same, but with the ability to kill off one adjacent token per turn added.
      
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