Re:Special Places and Relics (Small World Realms)
Thu, 21 June 2012 06:50
|player917386 wrote on Wed, 20 June 2012 17:11|
The only Special Place that is explained how it works is the Iron Throne. Where can I get the explanation of the effects of the other 2 places and other 3 relics?
Already received the reply from DoW:
Thank you for your request.
The 7 miscellaneous tokens are to be used in scenarios of your own creation, with rules of your own creation.
Days of Wonder
So I thought I'd take a long, hard look at the miscellaneous tokens and try and come up with a way to use them. Hoping for your feedback, this is what I came up with:
Mad Mill of Eunostus: [place]
Player who controls the Mill gets to roll the dice at the end of his turn. The Mill will yield Bonus VC equal to the number of pips rolled. The Mill will also receive extra defence equal to the number of pips rolled.
(inspiration: EUNOSTUS (Eunostos). A goddess of mills, whose image was set up in mills, and who was believed to keep watch over the just weight of flour. (Hesych. s. v.; Eustath. ad Hom. pp. 214, 1383.)
Upon discovering the Ruined Realm you receive the (immune) Defender of the Ruined Realm and move it to an adjacent region your active race occupies. You move it again in every turn in which you control the Ruined Realm. Player receives 1 bonus VC for every region the Defender is removed from the RR. When another player conquers the RR, the Defender is immediately returned to the RR and the process is repeated.
Ice Cold Pendant: [relic]
The player who discovers the Pendant controls the (immune) Yeti. The Yeti and Pendant cannot be in the same region (the Yeti would break it!). If the Yeti is placed in/adjacent to a mountainous region (the player controls), it yields 1 bonus VC. It yields 3 if the Yeti is on a peak.
(alternatively: Controlling the Yeti means the player can consider all mountain regions as adjacent and/or conquer them at a cost of -1 token.)
(inspiration: I thought it'd be fun to try and combine an immune token with a relic rather than a place, race or power)
Spirit of Olympia: [relic]
If the player who controls the Spirit has an active race occupying exactly five regions, each of a different terrain type, he receives 5 bonus VC per turn.
(inspiration: 5 regions, 5 Olympic rings)
Skull of Gold & Plenty: [relic]
Player receives VC equal to the number of tokens kept on the region the skull is placed in at the end of player's turn. (so after redeployment)
Re:Special Places and Relics (Small World Realms)
Sun, 09 March 2014 00:24
Those are pretty good!
Here's what I'm planning to playtest next week, using them in SW: Underground:
Rusted Throne - as in Rusted Throne scenario, but also adds one monster or Lost Tribe to an adjacent empty region (if possible) when revealed, and at the beginning of your turn. You may place monsters/lost tribes in river regions if any are adjacent, and collect tribute from them. If Rusted Throne stands empty at the end of any player's turn, it gains a monster in its own region.
Windmill - Windmill's region and all regions adjacent score +1 VC, for whichever player occupies them. Controlling the Windmill is not necessary to get this bonus for the adjacent spaces.
Crusader's Bunker - gives use of Knight Crusader.
Knight Crusader - may join your troops in one attack per turn and adds +2 to attack. Adds immunity.
Yeti - NPC, immune. Placed at beginning of game in a central region. Each player may, after completing each turn, move Yeti into an empty adjacent region, or attempt to have Yeti attack a non-empty region. On attacking, Yeti rolls a die, and succeeds only if number of pips is equal to or greater than the number of Race Tokens, monster tokens, fortifications, mushroom shields, et cetera. Yeti ignores terrain penalties due to mountains and peaks, but not the Keep on the Motherland. Yeti gains no extra benefit for attacking the River. If Yeti's attack roll fails, Yeti stays where it is.
(Then again, I could have a "shy" Yeti that never attacks, but I'm afraid it would get pinned down.)
Idol of Kalimac - place in a region to give that region +1 defense, and make that region immune to opponents' special powers, racial powers, and powers of relics and places. (As the Gnome ability, but also immune to thieving effects.)
Crystal Skull - once per turn, place in a region you control and choose an adjacent region. Roll the die. If die shows any pips, that number of monsters immediately conquer the chosen region, ignoring any defense bonuses. Using this ability against an Active Race costs you any Peace-Loving bonus or equivalent, even though technically monsters are NPC's.
Diamond Necklace - Whenever any race gains control of Necklace, that race gains a new, random, additional Special Power from the stack. (Just the power, not the troops.) That Special Power badge is discarded and reshuffled when the Necklace is abandoned or lost, and a new one drawn by any race that picks up the Necklace.
I'll probably rewrite some of these before the playtest, and some of these may be too strong.
[Updated on: Sun, 09 March 2014 00:29]