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*player1213754
Junior Member

Messages: 18
Enregistré(e) en :
December 2012
Would like feedback on 3 new races and 2 new powers pls Sun, 27 January 2013 15:40
Hello all

I had a few ideas of races and powers, and I would like to have your feedback and suggestions on them please.

Races:

Mermaids (5/10): All water regions are adjacent and conquerable. Can only conquer single-token or empty regions (the idea is luring the people to their death is their only attack). In decline regroups in water-regions only (this last point is up to debate, alternatively decline like normal races).

Unicorns (5/10?): when under attack, the attacker has to roll a die. If it is blank, he cannot attack that region for this turn. This is before he commits tokens, and he can use them all on attacking other regions. The idea is that few are willing to kill unicorns (beautiful and rare race, also hard to find)

Ghosts (5/14?): on the first turn they enter, place the well of souls on a region. It now gives +1 defence. Every token sent to the tray instead goes to the well, and for every (4? or n, where n is the number of players?) token, create a new ghost. If the well is conquered, send it to the tray. On the turn the ghosts decline, they vanish but you can immediately play a new race (a bit like the day that dispels the night, and the ghosts (always in decline) vanish. It is somehow the opposite of Stout, instead of playing and entering decline, you enter decline then play.

Power:

Merciful (5): If you choose to, during a conquest, attack the region at +1, give all tokens back to the other player who, grateful, gives you one VP.

I am toying with a mausoleum power, where the race in decline would regroup on the mausoleum, play like the ghouls but vanish if the mausoleum is conquered...

What do you think? Do they seem over-powered, under-powered? How could they be more balanced?

Thank you for your time!!
      
blaxnlion
Senior Member

Messages: 280
Enregistré(e) en :
January 2013
Re:Would like feedback on 3 new races and 2 new powers pls Sun, 03 March 2013 19:14
Hail Caesar écrit le Sun, 27 January 2013 15:40

Hello all

I had a few ideas of races and powers, and I would like to have your feedback and suggestions on them please.

Races:

Mermaids (5/10): All water regions are adjacent and conquerable. Can only conquer single-token or empty regions (the idea is luring the people to their death is their only attack). In decline regroups in water-regions only (this last point is up to debate, alternatively decline like normal races).

Unicorns (5/10?): when under attack, the attacker has to roll a die. If it is blank, he cannot attack that region for this turn. This is before he commits tokens, and he can use them all on attacking other regions. The idea is that few are willing to kill unicorns (beautiful and rare race, also hard to find)

Ghosts (5/14?): on the first turn they enter, place the well of souls on a region. It now gives +1 defence. Every token sent to the tray instead goes to the well, and for every (4? or n, where n is the number of players?) token, create a new ghost. If the well is conquered, send it to the tray. On the turn the ghosts decline, they vanish but you can immediately play a new race (a bit like the day that dispels the night, and the ghosts (always in decline) vanish. It is somehow the opposite of Stout, instead of playing and entering decline, you enter decline then play.

Power:

Merciful (5): If you choose to, during a conquest, attack the region at +1, give all tokens back to the other player who, grateful, gives you one VP.

I am toying with a mausoleum power, where the race in decline would regroup on the mausoleum, play like the ghouls but vanish if the mausoleum is conquered...

What do you think? Do they seem over-powered, under-powered? How could they be more balanced?

Thank you for your time!!


No answer yet ? ^^

Let's see... Sirens seem kinda balanced, although they may be a little too strong when there is nobody on the map (a sort of Ivory Tower, but on a water region ?), and a little too weak when it's crowded (it will be hard for them to conquer anything). And what happens when they are Flying ? Their special ability will be useless... I made up a Siren race too, but I imagined a reflection of the Tritons : coastal regions they occupy cost one token to the opponent if he/she wants to invade them.

Unicorns : I kind of imagined an all-or-nothing version of this, but for the Sphinxes : blank = forbidden to attack them, and the opponent loses one token race, and YOU do lose a Sphinx token if it's not blank. But the fact is especially that I didn't get everything ^^ But I have an excuse, I'm French...

Ghosts : original but slightly complex. And what happens when they vanish ? Do you count your victory points then vanish then play another race ? And what if you get Spirit Ghosts ? And the well is most likely to be lost before it can produce any Ghost... People will not be indulgent about that.

Merciful : again, I kinda had the same idea ^^ But instead of conquering a region with +1 token, you conquer it normally and decide whether you spare the token or not. If you do spare it, it's +1 for you.

There you go ! Good luck with the rest ^^

[Mis à jour le: Sun, 03 March 2013 19:16]

      
*player1213754
Junior Member

Messages: 18
Enregistré(e) en :
December 2012
Re:Would like feedback on 3 new races and 2 new powers pls Tue, 05 March 2013 15:36
Hi, thanks for your answer!!

Concerning the mermaid, it can only "fly" to the three water regions and conquer all regions around them if they have only one token. No way all those regions will have 2+ tokens on them, even if the board is crowded, it would be at least 10-15 regions with 2+ tokens...

If they are flying, then they can attack ANY region empty or having single tokens, that's not bad either...

I worked a bit on the races and powers over at BGG, so here's where I'm at now



MERMAIDS (5/10): All water regions are adjacent and conquerable. Can only conquer single-token or empty regions (the idea is luring the people to their death is their only attack, but does that make them too weak? It is supposed to balance the powerful conquerable-adjacent water regions.).


UNICORNS (3/8): if an opponent conquers an unicorn region, he gains one unit back, however he must pay the price (2-3 tokens?). Works in Decline. (The idea is that their blood can heal, so they are a very tempting target. Also against them is the low number, but I want them to be rare. So they should be very expensive targets.)


ANGELS (5/10): Angels gain 2 VP for each bordering active race that was not attacked by Angels this round. Opponents which border Angels and do not attack Angels this round gain 1VP. Does not work in decline. The idea is angels want to defend peace, but is underpowered in 2 players. Any ideas to buff it? Either work in decline or work with declined races AND active races?)


DEMONS (5/10): When attacking, possess the token instead of sending it to tray. It can be used for defence and attack as long as accompanied by a demon on a 1:1 ratio. If conquered, the possessed token goes to the tray. If there is no possessed token, send a demon to the tray. (these seem not too bad as far as balancing goes)


GHOSTS (5/14?): on the first turn they enter, place the well of souls on a region. It now gives +1 defence. Every token sent to the tray instead goes to the well, and for every (4? or n, where n is the number of players?) token, create a new ghost. If the well is conquered, send it to the tray. On the turn the ghosts decline, they vanish but you can immediately play a new race (a bit like the day that dispels the night, and the ghosts (always in decline) vanish.

Very complex, I want 3 things: 1, use the anti-stout, which is decline AND choose a new race (possibly before all the others who declined before you). Second thing is using the 14 tokens of the necromancer island expansion. They are always in decline, hence declining means disappearing (like the lord of the rings army of ghosts). Last, I like the idea that the more people fight, the stronger they get (more dead tokens = more ghosts...)



Powers:


MERCIFUL (3) During a conquest, keep the token. The token stays in that region and generates 1 bonus vp per turn (soldiers become artisans and improve the economy). The token also acts as a +1 defence bonus (the unit will defend its land). If the same race as the token conquers the region, the opponent gains the token back. If another race conquers the region, the token is sent to the tray. In each case, one of the merciful
token is lost too.

(too powerful? weak? Technically it could be like Merchant (2) with a +1 defence, however they are tempting to get the token back after a conquest. If too powerful, maybe give only 2 tokens?)


EXPLORER (4): Bonus 1 vp for each terrain the same type as your first conquest. If a symbol is present on the terrain (e.g. mine), the bonus vp applies to all terrains containing that symbol.
This gives a bit more strategy on your entering region... compares however to all +1vp region-based powers


OLIPHAUNT MASTER (4): You receive two Oliphaunt tokens. On your turn, use them on up to two adjacent regions to conquer them as if they were empty. The tokens are returned to the owner if it is an active race, in decline ghouls or a Tomb race. Cannot be used on immune regions. During troop redeployment you pickup your two Oliphaunt tokens to use again during your next conquest.

My wife loves elephants and all simile, and this power is like dragon master without the immunity and without hurting the adversary (they run away unless nowhere to run)


HIDDEN (4): The first time during their turn that a player tries to conquer a hidden unit they must roll a die. On a 1, 2, or 3 they may attack your hidden race as normal. On a 0 they may not attack your hidden race for the rest of their turn.

Again, this should be not too bad. Diplomat (5) guarantees protection against 1 race, since we normally border 2 active races, 50% odds means one race should not attack.
      
blaxnlion
Senior Member

Messages: 280
Enregistré(e) en :
January 2013
Re:Would like feedback on 3 new races and 2 new powers pls Wed, 06 March 2013 00:40
That sounds even better Smile And it's incredible, I almost had the same idea for the Demons ! I'll post all my ideas one of these days here, so that you give your opinion ^^

For now, one idea I had today :

Wonder (3) : you get a Wonder token. After your first conquest, place it on one of your regions. From now on, it can't move from this region but makes it immune. This region and all the surrounding ones occupied by ANYBODY who is active is worth one bonus victory point. Should it stay in decline ? ...yeah, I think so, the ones we know are still there even if the civilisations that created them are extinct.
      
*player1213754
Junior Member

Messages: 18
Enregistré(e) en :
December 2012
Re:Would like feedback on 3 new races and 2 new powers pls Wed, 06 March 2013 13:15
Hello there

Indeed they sound better, I am still playtesting them, since I'm not sure concerning balance.

blaxnlion wrote on Tue, 05 March 2013 18:40


Wonder (3) : you get a Wonder token. After your first conquest, place it on one of your regions. From now on, it can't move from this region but makes it immune. This region and all the surrounding ones occupied by ANYBODY who is active is worth one bonus victory point. Should it stay in decline ? ...yeah, I think so, the ones we know are still there even if the civilisations that created them are extinct.


This I like very much, maybe with a little variations: I love the fact that it gives +1 to the owner (for a short while, until an opponent captures one of the nearby regions) on a few regions, so in a sense it is weaker than merchant. However, it makes a nice juicy target, since an opponent that would sweep in would most likely go for the merchant-ish regions. I think it might need a small boost from 3 to 4.

EDIT: I just realized that if the +1 per region stays in decline, it would be comparable again to merchant (juicy target offsetting the +1 per region while active AND decline), so 3 could be quite enough!

I agree it should stay in decline, maybe till the end of the game? But could it lose the immunity after the original race vanishes? e.g. Wonder elves put the Crystal Spire in one of the regions, and it grants immunity. They decline on turn 3, turn 4 sees the arrival of mounted amazons, who decline on turn 7. At that point, the Crystal Spire is abandoned by elves... but the token is turned from its "nice and glory and shiny" side to its "ruined and ghost of its past self" side, to show that it can now be conquered by anyone, gives +1 VP, but has lost the aura (surrounding regions do not gain the +1VP anymore)

What do you think?

Concerning my races, if you see similar improvements, I'd be curious to hear them!

[Mis à jour le: Wed, 06 March 2013 13:17]

      
blaxnlion
Senior Member

Messages: 280
Enregistré(e) en :
January 2013
Re:Would like feedback on 3 new races and 2 new powers pls Wed, 06 March 2013 17:14
It's a little complex, but I like it as well ^^ The only thing, I imagined 3 because the +1 PV that the Wonder race will get whatever happens thanks to the immune region. +1 PV should vanish in decline since the race is not capable of being glorified by the Wonder anymore. And being conquered by a next race, I don't know... They didn't build the Wonder, did they ? I don't know...

Oh, I know ! In decline, the Wonder may not grant further immunity, but +1 PV and +1 in defense instead, till the end of the game, and this once the Wonder race is in decline (no need to wait it's gone). Even if it is conquered, the fact that it's, from now on and like you say, a shadow form of itself, makes that it won't glow anymore in the adjacent regions. A kind of Fortified power for everybody, permanent but imposible to lose (it should be forbidden to build a Fortress on it, or put a Bivouack or anything).

And now, here are my creations Wink enjoy !

Races :

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

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.

Sirens (7) : when you invade a coastal region (next to a sea or the lake), you can keep the enemy token instead of discarding it (even the Elves, one Mimi only). Each token got that way is worth one bonus VP, but for each region that the player takes from you (no need for this region to be near a shore), he/she gets one token back. The tokens are given back when going into decline.

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.

Will-o'the-wisps (5) : 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.

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

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.

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

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. You have to leave a token in every circunstances, even during a last conquest, whether you have enough tokens or not.

Cyclopes (5) : nobody can conquer an empty region that is adjacent to one of yours.

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.

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.

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.

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).

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.

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.

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.

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

Acromantulas (2, 12 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.

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

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. 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.

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

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.

Draugar (6) : when you go into decline, redeploy all the Draugar you had lost until that moment. You can redeploy them at the end of each turn (even when they're conquered).

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).

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.

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.

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)).

Banshees (3, 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...

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 counting his/her points.

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.

Djinns (5) : during redeployment, toss the die. The number you get is the number of regions (you choose them) that become impregnable and immune until your next turn (symbolised by three Magic Lamp tokens).

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

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.

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.

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

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.

Powers :

Seer (5) : once per turn, you choose one player, to who you "predict" the fact that he/she won't attack in two regions of your choice (it can be yours, or not yours as well).

Genius (5) : before redeployment, choose a type of region. You earn one bonus victory point per region of this kind you occupy, but you can no longer choose it for all your next turns.

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

Troubadour (5) : take a victory point for each of your tokens that isn't on the board after each of your turns as an active race (not counting the ones from the stash), the limit being three victory points ; that means there are tokens that you might decide not to redeploy, or that are forced to be put aside (Barbarians, Pixies, Amazons).

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

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.

Charismatic (5) : Take one race token from another player, and play with it as though it is an extra race token. It is given back at the end of your turn, but it cannot be used for attack next turn by the concerned player. If no race has been chosen yet, choose a race among the six that can be chosen, except the cursed race ; if a player chooses it, the same rule applies (-1 token to attack, but only for this turn).

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.

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.

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

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.

Will (5) : choose a combination among the six (or three, if ETs are active) available before your first turn (except the Cursed race), 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 when your Will race goes into decline.

Clement (5) : get one victory point for each active race token that you decide to spare when conquering. It works on Elves automatically, and all the tokens hit by Monopodes are concerned. You can spare only one Mimi.

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.

Golden (5) : after redeployment, take a 3 PV token from the tray and place it on one of your regions. It increases its defense by three, and if nobody conquers it, it is for you when you next turn comes - otherwise, it is for the player that conquered it.

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

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.

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.

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 being emptied of all the tokens that were on it. It becomes yours and impregnable.

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 not conquer the water regions, but 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.

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).

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.

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.

United (4) : for every conquest, take one victory point for each region you attack with one more token than the required amount (works on water and empty regions as well).

Voodoo (4) : each region you occupy where there is a Lost Tribe pictogram gives you one Lost Tribe Token at the beginning of your turn, that you can use for attack (but only for this turn, you lose it immediatly).

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.

Titanic (4) : the defense of all your regions increase by one.

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!).

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

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

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.

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.

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

Blessed (4) : 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).

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.

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.

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

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

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

Mutant (5) : the kind of the first region you conquer gives all the regions of this kind you own a bonus defense point.

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

[Mis à jour le: Mon, 22 April 2013 12:39]

      
*player1213754
Junior Member

Messages: 18
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Re:Would like feedback on 3 new races and 2 new powers pls Wed, 06 March 2013 20:37
blaxnlion wrote on Wed, 06 March 2013 11:14


Oh, I know ! In decline, the Wonder may not grant further immunity, but +1 PV and +1 in defense instead, till the end of the game, and this once the Wonder race is in decline (no need to wait it's gone). Even if it is conquered, the fact that it's, from now on and like you say, a shadow form of itself, makes that it won't glow anymore in the adjacent regions. A kind of Fortified power for everybody, permanent but imposible to lose (it should be forbidden to build a Fortress on it, or put a Bivouack or anything).


I like it! The wonders, as you said, survived. It becomes like a mountain token, there for everybody. That said, I think anyone should be able to put a fortress or bivouack on it (think Wonder Trolls). Also, could I suggest a different name? Maybe Builders, Master builders, or Architect, since the wonder is not an adjective to the race but the name of what they build.

Considering that it gives one immune region (no longer immune in decline), a power similar but weaker than merchants, I think that power should be a 4.



Ents, sounds good, not sure concerning the sorcerer's ability, I think for simplicity they should be immune to everything.

Vampires, a bit weak at 6. They have basically no advantage in conquest (gain one at night, lose one at day per conquest), so they grow only if they conquer one turn each two, so if they last 4 turns, at best they will have two expansion periods. I think they should be 8 like ratmen, maybe more.

Sirens, I think it is good, it is kind of a passive-agressive power, however make sure they do not become too powerful (i.e. nobody dares to attack them not to lose a token). Maybe lose a token with a roll, or maybe cancel that power when attacking with one more token?


Gorgons, it's my favourites, a bit like my demons, however without the attack part or the 1:1 restriction!

Poltergeist, not so sure, I never liked the powers where you kill +1 unit, doesn't help you but hurts the opponent, that makes the game more personal, not business...
Maybe let them attack at -1 in those cases?

Will-o'the-wisps : nice, however weaker than orcs, so maybe 7?

Witches, Very nice, nothing to add! May I suggest to bring down to 6, and give the chance to redeploy all tokens before each opponent's turn?

Ghosts, too strong, nobody will want to attack them, since they will have to leave the region afterwards. How about (3), and they get 1vp per turn per haunted region, but cannot use that token anymore (kind of in premature/progressive decline)?

Sphinxes, very interesting, however how about losing/exchanging 1 vp istead of 1 token (or a few vp)? it would be better for strategic thinking (If I attack him, I can gain X regions for X turns, AND get the vp he looses. If I miss, I give him some vp...)

Lilliputians, like the mummies from underground?

Cyclopes, too strong, they can conquer and retreat, leaving an impassable wall...

Angels, have to make sure they cannot stay on the same region for more than 1 turn, otherwise they can bug down an enemy stronghold, forcing him to decline, which is bad for playing enjoyability (hurts them, doesn't help me)

Demons, what happens to the hell hostage, is it considered as +1 defense? If so, how is it different from the gorgons?

Centaurs, slightly weaker than skeletons, how about giving them 6 starting units?

Lutins, do they put lutins only in regions where someone did not attack you at all, or the previous turn only? If so, it is very weak in 2 players, reasonable in 4-5, but still very weak, since at best it gets you a few vp extra...

More thoughts later.

[Mis à jour le: Wed, 06 March 2013 20:39]

      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Wed, 06 March 2013 21:27
Excuse me for th Ents, I had already decided to make them immune to everything, but I forgot to change...

Vampires : I'm not sure it's so weak. Imagine Merchant Vampires. Three conquests in an even turn, six PVs, a strong defense. They don't attack next turn, six VPS. Next turn, they abandon every region, and conquer five regions. Ten VPs. And so on... With such a defense, nobody attacks them and they become a lot ^^

Poltergeists : I agree Wink

Will-o'the-Wisps : I think hey're not weaker than Orcs, remember regions Orcs conquer have quite often more than one race token, while in decline, it's very rare ^^

I would'nt like to change my Sphinxes :'( It's the best I found to respect the myth of the riddle that killed many and then the Sphinx itself ^^

The difference between Gorgons and Demons is that the +1 defense can be lost, but this loss is the price not to lose a Demon token . The player that lost his/her token will want to get it back, so he will conquer you, which will provoke less losses among Demons, and they will spread more easily. It's like the Elves, but they've also got a defense... But now I'm not sure for that +1 token thing...

I'm a little worried about your comment for the Cyclopes. It sounds like maybe you don't know the rule that says once you conquered regions, you can't leave them ^^ And as the board is quickly crowded, they will be forced to conquer the empty regions that protected them, opening a breach Wink Abd leaving regions over and over is not very good to conquer as many regions as possible...

Angels : they can stay in that region as ong as they want, but don't forget it's one or two less tokens to conquer... and that will force the other players not to leave too much people in their regions ^^ But maybe I should rethink them a little bit... The same for the Lutins.

Bye, and thanks !
      
*player1213754
Junior Member

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Re:Would like feedback on 3 new races and 2 new powers pls Thu, 07 March 2013 13:56

Vampires : yeah, but 6 vps is not that much, when you can have merchant skeletons or pixies that get a bit more minimum

Will-o'the-Wisps : True... but orcs have the choice (and bonus) to attack in decline or active...

Keep the sphinxes as is, it is true that it is fitting with the mythology Wink

I get the gorgons/demons, in that light what do you think of my demons?

For the cyclops, I assumed they start at the middle, then at the beginning of each turn abandon a few regions, to create a wall, but you're right, it's not as over-powered as I thought

And now, for the following races



Grim Reapers (5) : Love the theme, maybe just check if is too strong (in a 5 players game, a lot of tokens will be killed, maybe 1 vp per few tokens? how does it play in a 2 players game?), and the 2 vp for each token you kill is like super pillaging (offset by the 1vp you lose with each token)

ETs (6) : I assume they do that when they get chosen? nice, though I don't get the thematic link.

Robots (5, 15 max) : cool, maybe an itsy bitsy weaker than skeletons on the first couple of turns, but they get stronger with time. The tokens you don't use for attack, I presume, don't include the one token guarding each region?

Minotaurs (7) : Basically gives you two not immune, but super regions, right? however, if you have two labyrinths with 2 tokens each, you have a bare minimum of 2 (region) + 1 (labyrinth) + 2 (tokens here) +2 (tokens there) = 7 minimum tokens, might be as well immune, unless you fight against dragon...

Acromantulas (2) : Is it like the sirens, but without the limitation of being a coastal region. Does the ability stay in decline? They seem balanced, but maybe the sirens are a bit too strong now?

Snowmen (6) : the thought of a snowman army is quite funny, but it's cool

Shamans (5) : love it! however, what happens if you run out of lost tribes tokens from the tray?

Seers (5) : I like it, but maybe I would put it at 6, since nothing guarantees you someone else will not attack you in those same regions.

Mimis (10) : Seems very nice, will push people to play them as fairies (less defense, but you lose only 1 token, or more defense, and risk losing 2)

Bucentaurs (5) : not bad at all, though I would bring them to 6 too.

Draugar (7) : So if I get it right, you don't get one last conquest, but you act like "underground" tomb, you keep all tokens on the board? Not sure if I understand this one, can you explain with an example pls?

Aegipans (4) : Cool, so you want to expand quickly, and keep the empire... I like them!

Succubi (5) : I assume if you roll a 3, he has to take 3 tokens in all, not per region, right? Seem balanced!

Hrosshvelis (5) : I don't get it, can you conquer the lake or just skip it? you lose one Hrosshveli per conquest done this way, or per turn where you used this trick?

Knockers (6) : The transfer of VP is only one turn, or as long as you are active? Is it like saying you are immortal + corrupt but only on mines? nice mix!

Banshees (3, max 18) : Too strong, nothing will ever incite you to decline, and no one will ever attack you...

Aitvaras (6) : So basically if someone attacks your in decline region, they lose it immediately and have to go back next turn? interesting, it does give you some defense (the opponent will try to keep away from you for a while)

Alicantos (5, max 15) : cool!

Djinns (5) : nice, but you need some type of marker to remember what type of region you have already "used"

Duergars (4) : Interesting, good players will know to ram into you before you hide in your mountains, and will attack your next race if you get to decline, so it is not as overpowered as it first looks!

Huldras (5) : maybe the "can only be occupied by one race token when they don't attack" should be rewritten as "after redeployment, at the end of a player's turn, his/her regions adjacent to the Huldras' can be only occupied by one race token"
Very nice, gives you plenty of easy targets


Geniuses (5) : Like it very much! You didn't play with a 3 wishes idea?

Monopodes (5) : So if I get it, the token is "out" for one turn, but after that one turn it joins the regular troops? I like them, they change really nicely the game play. However, might be a tad weak at 5, since they effectively don't kill other tokens, just temporarily disable them.

Yetis (6) : here too, very nice!



Powers will follow later!

In the mean time, what do you think of my Unicorns? Not sure if they are strong enough... Same goes for Angels and Merciful...
      
blaxnlion
Senior Member

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January 2013
Re:Would like feedback on 3 new races and 2 new powers pls Thu, 07 March 2013 15:44
Hail Caesar écrit le Thu, 07 March 2013 13:56


Vampires : yeah, but 6 vps is not that much, when you can have merchant skeletons or pixies that get a bit more minimum

Will-o'the-Wisps : True... but orcs have the choice (and bonus) to attack in decline or active...

Keep the sphinxes as is, it is true that it is fitting with the mythology Wink

I get the gorgons/demons, in that light what do you think of my demons?

For the cyclops, I assumed they start at the middle, then at the beginning of each turn abandon a few regions, to create a wall, but you're right, it's not as over-powered as I thought

And now, for the following races



Grim Reapers (5) : Love the theme, maybe just check if is too strong (in a 5 players game, a lot of tokens will be killed, maybe 1 vp per few tokens? how does it play in a 2 players game?), and the 2 vp for each token you kill is like super pillaging (offset by the 1vp you lose with each token)

ETs (6) : I assume they do that when they get chosen? nice, though I don't get the thematic link.

Robots (5, 15 max) : cool, maybe an itsy bitsy weaker than skeletons on the first couple of turns, but they get stronger with time. The tokens you don't use for attack, I presume, don't include the one token guarding each region?

Minotaurs (7) : Basically gives you two not immune, but super regions, right? however, if you have two labyrinths with 2 tokens each, you have a bare minimum of 2 (region) + 1 (labyrinth) + 2 (tokens here) +2 (tokens there) = 7 minimum tokens, might be as well immune, unless you fight against dragon...

Acromantulas (2) : Is it like the sirens, but without the limitation of being a coastal region. Does the ability stay in decline? They seem balanced, but maybe the sirens are a bit too strong now?

Snowmen (6) : the thought of a snowman army is quite funny, but it's cool

Shamans (5) : love it! however, what happens if you run out of lost tribes tokens from the tray?

Seers (5) : I like it, but maybe I would put it at 6, since nothing guarantees you someone else will not attack you in those same regions.

Mimis (10) : Seems very nice, will push people to play them as fairies (less defense, but you lose only 1 token, or more defense, and risk losing 2)

Bucentaurs (5) : not bad at all, though I would bring them to 6 too.

Draugar (7) : So if I get it right, you don't get one last conquest, but you act like "underground" tomb, you keep all tokens on the board? Not sure if I understand this one, can you explain with an example pls?

Aegipans (4) : Cool, so you want to expand quickly, and keep the empire... I like them!

Succubi (5) : I assume if you roll a 3, he has to take 3 tokens in all, not per region, right? Seem balanced!

Hrosshvelis (5) : I don't get it, can you conquer the lake or just skip it? you lose one Hrosshveli per conquest done this way, or per turn where you used this trick?

Knockers (6) : The transfer of VP is only one turn, or as long as you are active? Is it like saying you are immortal + corrupt but only on mines? nice mix!

Banshees (3, max 18) : Too strong, nothing will ever incite you to decline, and no one will ever attack you...

Aitvaras (6) : So basically if someone attacks your in decline region, they lose it immediately and have to go back next turn? interesting, it does give you some defense (the opponent will try to keep away from you for a while)

Alicantos (5, max 15) : cool!

Djinns (5) : nice, but you need some type of marker to remember what type of region you have already "used"

Duergars (4) : Interesting, good players will know to ram into you before you hide in your mountains, and will attack your next race if you get to decline, so it is not as overpowered as it first looks!

Huldras (5) : maybe the "can only be occupied by one race token when they don't attack" should be rewritten as "after redeployment, at the end of a player's turn, his/her regions adjacent to the Huldras' can be only occupied by one race token"
Very nice, gives you plenty of easy targets


Geniuses (5) : Like it very much! You didn't play with a 3 wishes idea?

Monopodes (5) : So if I get it, the token is "out" for one turn, but after that one turn it joins the regular troops? I like them, they change really nicely the game play. However, might be a tad weak at 5, since they effectively don't kill other tokens, just temporarily disable them.

Yetis (6) : here too, very nice!



Powers will follow later!

In the mean time, what do you think of my Unicorns? Not sure if they are strong enough... Same goes for Angels and Merciful...


Oh, crap, I thought Orcs could only get bonus VPs from active races ! What about they steal the VP from the player with his/hr race in decline ? It's like the WOTW "welcome" the souls of the dying by means of a small compensation ^^

Your Demons look just like mine, but this +1 attack might be a little unbalanced... +1 defense would be enough, dontcha think ? It's like, not only they barely lose tokens, but they also get more and more each turn. This would work with four or five players, but I think it's too powerfull with less.

The Grim Reapers would only earn two bonus tokens for each enemy loss THEY provoke ^^ Otherwise, it would be far too powerful with a lot of players.

The thematic with the ETs is that they come on Earth, and slaughter the emerging races that couldn't have time to show they potential yet, while they still have to fight normally races that already there, expanding and everything.

For the Robots, the ones that enable a new Robot to be created have to stay off the board (two Robots are needed to create a third one, and they can't own a region AND do this difficult work at the same time ^^).

I'm still not satisfied with my Minotaurs, what shall one do when one of his/her Labyrinth regions is conquered ? They "dig" another one, and that's it ? Or maybe better : They're the only ones that know the Labyrinth. Every other race is unable to own it perfectly, so when the tokens gather to attack, two have to stay in this region instead of one. For a Barbarian that would conquer this region with a dragon, or a Pixie, they would be unable to stay and will have to leave this region while redeploying (leaving the Barbarian oustide), or simply : let's say attack powers don't work against the Labyrinth because they make everybody dizzy ^^

The ability would stay for Acromantulas in decline. But another idea is coming to my mind...

For the Shamans, it's like for the Sorcerers : if the tray runs out of Lost Tribes, their ability cannot be used anymore.

For the Draugar : imagine you got 7+5 tokens, that means 12/ You do your turns, your conquest enable you to conquer 6 regions, but made you lose 5 Draugar. When you decline, you dispatch those five in all the six regions you conquered as you wish. That means, if you decline after your first time, they become practically immune like for the White Ladies, whereas if you spread a little bit more, it will be like the Troll's ability. Actually, Draugar are corpses that swell after death, that's why I thought about that idea ^^

For the Monopodes, I meant ALL the tokens from the region they conquered would be useless for the next conquest ^^

You perfectly understood the Succubi's spirit Wink For the Djinns, I assume everybody will have a perfect memory together, but I don't forbid anybody to write the chosen kind down Wink For the Geniuses, the idea is that of the three wishes, and in the spirit of the game, the best wish is to have one's regions immune, ha ha !

For Aitvaras, you made me realise it would be interesting to make the player abandon the region immediatly (even before counting the points) ! Thanks Wink

Banshees... They're very few of them, so they will not expand that much, even if nobody will attack them. Even one or two extra tokens won't change anything. Maybe 2, not 3 ?

Knockers : yep, the "corrupt" side ony works for this turn. But the spirit is that they "show" the mines to the strangers, so I thought, they don't get killed of course, but they're also thanked with the first wealthes they give to the player ^^

Hrosshvelis : you lose one token for each conquest immediatly. You can cross the lake (like you crossed the sea) to use this ability and conquer a region that is facing yours through the Lake, but you don't have to if you are Flying. You can just "fly" over the Lake...

See you later !

[Mis à jour le: Thu, 07 March 2013 15:56]

      
*player1213754
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Re:Would like feedback on 3 new races and 2 new powers pls Thu, 07 March 2013 16:57

I like the WOTW "welcome"... at that point could they become Charon's race? Or maybe get 2 coins but be restricted to declined races? However a wall of active races could be annoying...

The demon is offset by the 1:1 ratio, they can theoretically get to 20 units, but 2 by 2, like the kobolds. They are a very strong race, but at +1 defense only, they are a bit weak, no?

Right for the grim reapers, I misread

For the minotaurs, I'll get back to you on those

So for the Draugar, they do not lose all but one token when they decline, do they?

For the Monopodes, aren't they too strong then?

Banshees might be better at two, but the opponent will have to decimate their previous race to force them to decline, or else they will grow until they are too powerful. Maybe limit the max number of tokens to 10?

Hrosshvelis : I don't get what you mean by crossing the lake/sea, can they conquer the region? Or else is it like flying over it?


Here are 3 new powers I added, what do you think? One of them is fairly close to your witches...

ADAPTING (5): You can reroll once the conquest die if the first result is not favorable. Also, when one of your regions is conquested, you can immediately redeploy your tokens in hand, and you can redeploy all your tokens before each player's turn.

SIEGING (3): When attacking a region, ignore all defense other than the race tokens present (e.g. forts, encampments, mountains, troll lairs, shields...). If no defense is present, conquer any region with -1. Cannot conquer immune regions.

Unruly (4) (includes 8 Rebellion tokens)
When one of your regions is conquered, place one Rebellion token there. These tokens do not give a bonus to defense and are returned to the tray when going in-decline.
At the start of your turn, for each region on the board that has a Rebellion token and at most 1 race token, you may conquer it by returning that race token to the tray, placing one of your race tokens from the tray on that region and returning the Rebellion token to your hand.
      
blaxnlion
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January 2013
Re:Would like feedback on 3 new races and 2 new powers pls Thu, 07 March 2013 20:56
Your Demons actually sound good, but still too powerfull. They can get tons of enemy tokens...

Draugar don't lose any token when declining, you redeploy all the tokens that the race and their power granted Wink

Monopodes might be too strong, your idea of one token per region is enough, I think ^^ ut it's because I decided 4 before... I changed to 5, don't know why.

Hrosshvelis : no, they can't conquer the Lake or the Seas, however they can cross the Lake to use their ability, on a region adjacent to the lake that is not adjacent to the region(s) they attack from.

Adapting sounds quite weak to me, even with five tokens. I imagined a Resourceful power, where you can roll the die three times and attack with the sum.

Sieging sounds good, but does it count for the Mountains as well ? Otherwise it would be weaker tha Commando more times than desired to be interesting.

And unruly sounds far too powerful to me... Sorcerer's ability are already very annoying ^^
See ya !
      
*player1213754
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Re:Would like feedback on 3 new races and 2 new powers pls Fri, 08 March 2013 13:39
Any idea on how to weaken Demons? Or Strengthen Angels?

I get the Hrosshvelis now, they consider all regions touching the lake as adjacent between themselves.

Adapting, it's like your witches, (move the tokens after each enemy conquest), plus you benefit from the repositioning of all your forces to face each opponent at once AND you get one free reroll... Maybe it is too complex, as it is three weak powers in one though...

Sieging counts for the mountains. It is a fancy way to say Ignore all but race tokens (and immunity tokens if one is present), and if there are only race tokens, you get a -1. So it is better than Commando, since you always get -1, but if there is two defensive tokens (or more, for example a fortified troll on a mountain) you get -2 (or more, -3 in the above example)

Unruly, you are right, it is like sorcerer times eight plus doesn't need to be adjacent to your lands (if it is in a region behind enemy lines)

I'll think a bit more and will come back to you! And I will also review your powers later.
      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Fri, 08 March 2013 21:16
I imagined Phoenixes (5) : once they're in decline and you've picked a new race, place one Phoenix in each region you abandon (faithfully to their ability to be reborn from their ashes).

And Illusionist (5) : if you are conquered and one empty region shares a border with yours, you can place ALL the tokens there (you can use this ability only once per player).

And I'm reconsidering my Monopods' ability : the one I wrote before is really weak (Ratmen are much more and much stronger), so either they are 7 or 8 that disable the tokens from the regions they occupy for one turn if they use one extra token, or they're five or six the disable all the tokens without needing an extra token.
      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Mon, 11 March 2013 23:10
I have better Sirens ! They're still 6, but...

When you conquer a costal region held by an active race, you can choose whether you dispose of one token of that race or you keep it. All the tokens captures in the waters this way are worth one bonus victory point per turn. However, each conquer from the concerned opponent will make his/her token back, making you lose one.
      
*player1213754
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Re:Would like feedback on 3 new races and 2 new powers pls Tue, 12 March 2013 12:43
blaxnlion wrote on Mon, 11 March 2013 18:10

I have better Sirens ! They're still 6, but...

When you conquer a costal region held by an active race, you can choose whether you dispose of one token of that race or you keep it. All the tokens captures in the waters this way are worth one bonus victory point per turn. However, each conquer from the concerned opponent will make his/her token back, making you lose one.


Sounds good (like my Merciful power), but isn't it a bit less in theme with the sirens? They killed those who they lured, didn't they?


I have seen a power from BGG, it reads as follows


ROYAL (?): receive "King" token which acts as 1 extra unit and gain 1 victory coin at the end of every turn (including opponents) for which the king still lives. However if king piece dies, race must go into decline on their next turn

and the comment that followed

This is one of those powers which is both too weak and too strong but not in a good way. Gaining so many extra points is too strong a power and would force your opponents to go after you and make you decline at which point you've just wrecked yourself. Try to make legitimately good powers. Not powers that are way too strong but with such a giant detriment that you get screwed instead if your opponents take advantage of it.

I like having a King token, but it should be unique (not another dragon or hero), any ideas on how to improve that power?

Maybe counts as 2 when attacking, and/or gives +1 VP, or maybe have a more severe effect, like hire more units, be unkillable, or something else...

[Mis à jour le: Tue, 12 March 2013 13:06]

      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Tue, 12 March 2013 21:06
I believe the opposite ^^ It's still hapenning on the shores, and you can either dispose of one token like they ate the poor guy, or they keep it bewitched in the waters. Sometimes Sirens can be more... human, I dare say.

As for the King, maybe by making all the regions and the one he occupies harder to conquer (+1 defense ?), or if you lose a region with the King in it, and if there is another token, you can redeploy the King, but on the other hand, if you lose it, you leave the board at the moment. There is no point on making the others gain one victory point (+1 or +0, or even +10 for everybody doesn't make a difference at the end), it's not their King and it would be a lot more logical that he makes you gain more wealthes only...
      
*player1213754
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Re:Would like feedback on 3 new races and 2 new powers pls Thu, 14 March 2013 14:18
As promised, here is my views on some of your powers


Telepathic (5): I don't get the "always can swap regions", however this seems more harmful to the opponent than useful to you, since it only allows you one easy conquest (comparing to Dragon Master for example, or my Oliphaunt trainer)



Troubadour (5) : I like it... it is kinda like 3 free immune regions that are lost when you enter decline, but isn't it like "Barricade"? 3 coins to stay protected in a few regions? Plus Barricade allows all of your tokens to stay on the board for more protection...

Moribund (1) : This is basically a +3VP when you are 2 players, and +6VP when you are 5 players... doesn't really scale well, also the (1) makes it too weak

Gambling (5) : Why would you throw the die when you don't need it?

Charismatic (5) :Do you do it once per turn, or once only? It is weaker than Hordes of, not sure if hurting one other player helps compensating

Radioactive (5) : Does the radioactive mine stay on the board? If so, it is too strong, it gives you seven impregnable regions... If it is used to empty regions, it is too strong still, since it can empty 2-3 or maybe 4 opposing regions...

Myopic (4) : Here again, it doesn't help you but it hurts the opponent, which doesn't make for fun games

Knowledgeable (4) : Weak... It guarantees you what, one immune region? Compare with hobbits, or heroes... If you have two immune regions, you need 8 tokens, almost all of your forces for most races.

Camouflaged (3) : Very complex since it forces different play for pixies and kobolds, I don't get what happens to the camouflaged (or camouflaging) tokens the next turn. Not sure how it is balance-wise

Will (5) : Interesting, but maybe instead of using a token on the combination you want, simply grab the combination (or turn it upside down. What happens to the coins that are already there?


Clement (5) : I'm afraid it is weaker than pillaging, since you don't hurt the opponent, but maybe having the choice makes it up

Hawker (3) : Not clear... so you sell two stuff for two vp, then what, that's it? very weak. Even if it hurts the opponent by forcing them to leave one token aside. What happens if they sell you the stuff?

Golden (5) : Interesting, a mix of defense and leprechauns. However, what happens if they attack your region from an unprotected border? Do they get it? It is simpler to put the vp on the region, as the leprechauns do, and keep the protection. In that case, it is maybe a bit strong, since it gives you 5 protected regions OR 5 VP OR a combination of both, with only the offset that it attracts the opponent. But I like it.


Lonely (5) : I think there is a power like this (Quarrelling) In SW Underground

Parasite (3) : Interesting, though the name is misleading, maybe Samurai (when the master is dead, they need a new master) or Mercenary



Insidous (4) : Should be tested, but interesting concept. Either you leave the neighbouring regions unprotected (easy to conquer) or with lots of protection, but you lose one token nonetheless, AND you give the enemy 1 VP, which is the same as losing the region and regaining it, I guess...



Ring (5) : This is like Dragon, except it can fly, right?


Mutant (3) : Does the power you copy last for the whole turn (e.g. you copy commando, ALL your conquests this turn are at -1, or just one conquest?) you should test it to see how it is balance-wise.

Vulture (2) : not sure if it is over-powered, or not. Also, it is ok on 2 players, but might be over-powered on 5 players, so much that you would paint a huge target on yourself...

Wrecker (5) : So basically it is a weaker version of corrupt, since you don't get that VP but still make the enemy pay...

Prophet (2) : Too strong, nobody will get close to the church, so basically you have 6-7 impregnable regions.


Resourceful (5) : Just realized it is a weaker version of dragon, since you get no immunity and still not certain to get the conquest. Might be ok since it is a (5) power

United (4) : much weaker than pillaging since you conquer every region at +1, and you have one fewer token.

Voodoo (3) : Weaker than Commando, since you have max a couple of regions you conquer each turn with a pictogram, so max a couple of conquests at -1, instead of ALL conquests at -1 (including the first turn)

Circean (5) : Here again, hurts the opponent and doesn't help you at all

Titanic (4) : Sounds good, a bit stronger than encampment, however in early turns encampment allowed stacking defense, not Titanic.

Moskstraumen (5) : Do you get that token from the tray? It is interesting, like priestesses, but weaker in that after 4 turns of decline, you will have had 10 bonus vp (a bit more than 2 per turn). You are immune, of course, unless Seafaring is in play.

Basilisk (4) : Doesn't help you, hurts only the enemy

Midas' (4) : Like Martyr (SW Underground)


The rest of the powers will be for another time!
      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Thu, 14 March 2013 20:50
Hail Caesar écrit le Thu, 14 March 2013 14:18

As promised, here is my views on some of your powers


Telepathic (5): I don't get the "always can swap regions", however this seems more harmful to the opponent than useful to you, since it only allows you one easy conquest (comparing to Dragon Master for example, or my Oliphaunt trainer)



Troubadour (5) : I like it... it is kinda like 3 free immune regions that are lost when you enter decline, but isn't it like "Barricade"? 3 coins to stay protected in a few regions? Plus Barricade allows all of your tokens to stay on the board for more protection...

Moribund (1) : This is basically a +3VP when you are 2 players, and +6VP when you are 5 players... doesn't really scale well, also the (1) makes it too weak

Gambling (5) : Why would you throw the die when you don't need it?

Charismatic (5) :Do you do it once per turn, or once only? It is weaker than Hordes of, not sure if hurting one other player helps compensating

Radioactive (5) : Does the radioactive mine stay on the board? If so, it is too strong, it gives you seven impregnable regions... If it is used to empty regions, it is too strong still, since it can empty 2-3 or maybe 4 opposing regions...

Myopic (4) : Here again, it doesn't help you but it hurts the opponent, which doesn't make for fun games

Knowledgeable (4) : Weak... It guarantees you what, one immune region? Compare with hobbits, or heroes... If you have two immune regions, you need 8 tokens, almost all of your forces for most races.

Camouflaged (3) : Very complex since it forces different play for pixies and kobolds, I don't get what happens to the camouflaged (or camouflaging) tokens the next turn. Not sure how it is balance-wise

Will (5) : Interesting, but maybe instead of using a token on the combination you want, simply grab the combination (or turn it upside down. What happens to the coins that are already there?


Clement (5) : I'm afraid it is weaker than pillaging, since you don't hurt the opponent, but maybe having the choice makes it up

Hawker (3) : Not clear... so you sell two stuff for two vp, then what, that's it? very weak. Even if it hurts the opponent by forcing them to leave one token aside. What happens if they sell you the stuff?

Golden (5) : Interesting, a mix of defense and leprechauns. However, what happens if they attack your region from an unprotected border? Do they get it? It is simpler to put the vp on the region, as the leprechauns do, and keep the protection. In that case, it is maybe a bit strong, since it gives you 5 protected regions OR 5 VP OR a combination of both, with only the offset that it attracts the opponent. But I like it.


Lonely (5) : I think there is a power like this (Quarrelling) In SW Underground

Parasite (3) : Interesting, though the name is misleading, maybe Samurai (when the master is dead, they need a new master) or Mercenary



Insidous (4) : Should be tested, but interesting concept. Either you leave the neighbouring regions unprotected (easy to conquer) or with lots of protection, but you lose one token nonetheless, AND you give the enemy 1 VP, which is the same as losing the region and regaining it, I guess...



Ring (5) : This is like Dragon, except it can fly, right?


Mutant (3) : Does the power you copy last for the whole turn (e.g. you copy commando, ALL your conquests this turn are at -1, or just one conquest?) you should test it to see how it is balance-wise.

Vulture (2) : not sure if it is over-powered, or not. Also, it is ok on 2 players, but might be over-powered on 5 players, so much that you would paint a huge target on yourself...

Wrecker (5) : So basically it is a weaker version of corrupt, since you don't get that VP but still make the enemy pay...

Prophet (2) : Too strong, nobody will get close to the church, so basically you have 6-7 impregnable regions.


Resourceful (5) : Just realized it is a weaker version of dragon, since you get no immunity and still not certain to get the conquest. Might be ok since it is a (5) power

United (4) : much weaker than pillaging since you conquer every region at +1, and you have one fewer token.

Voodoo (3) : Weaker than Commando, since you have max a couple of regions you conquer each turn with a pictogram, so max a couple of conquests at -1, instead of ALL conquests at -1 (including the first turn)

Circean (5) : Here again, hurts the opponent and doesn't help you at all

Titanic (4) : Sounds good, a bit stronger than encampment, however in early turns encampment allowed stacking defense, not Titanic.

Moskstraumen (5) : Do you get that token from the tray? It is interesting, like priestesses, but weaker in that after 4 turns of decline, you will have had 10 bonus vp (a bit more than 2 per turn). You are immune, of course, unless Seafaring is in play.

Basilisk (4) : Doesn't help you, hurts only the enemy

Midas' (4) : Like Martyr (SW Underground)


The rest of the powers will be for another time!


Hahaha, this time was a trial quite... virulent ^^ (just kidding) But you know what, you're right, my powers take a little bit of the fun away. Here are the thoughts :

Telepathic might be improved, but I don't know how yet.

Troubadour are like Barricade, but you still have one more token. Nevertheless, I didn't realise the ressemblance.

Moribond : let's make it five + 1 per player ?

Tossing the die for Glambling has nothing to do with the reinforcement one. You just - play. You gamble. You win, or you lose.

Charismatic : it might be better to take a token of your choice that is on the board, use it, and put it back after redeployment.

The Uranium Mine doesn't stay, of course, it's like the Dragon or the Catapult. It empties regions, but the active races don't lose a token.

Knowleadgeable : at the beginning it was three. Maybe I should have kept that.

Will : I agree. And you get the tokens (like succession for wealthes).

Hawker : maybe three ? And the thing I should have precised is that you're the Hawker, you can't get ridiculously conned with this Stuff, they know what is usefull and what is not ^^ I thought it would be fun, for a three or more player game, to see the others trying to get rid of the Stuff.

Golden : I had already noticed there was the problem of the "gates beaten down from the inside". You idea would be better. Three, four, five VPs ?

Lonely is not exactly the same as Quarreling Wink

At the beginning I called Parasite United. But I kinda prefer Parasite to Samouraï, don't get upset Wink

Ring is not exactly like the Dragon. You can "fly" (cross the board being invisible) and set yourself in a region, but you didn't conquer it yet, and the player has the choice of leaving and thus loosing no token, or staying for one more VP and loosing all the tokens he left in it (that is to say one, if he/she is clever enough).

Im' sincerely not that convinced of my Mutant idea...

Wrecker : it is still one more token for you, and it is one (or even two) VPs less PER region for the conqueror.

Prophet : maybe no token goes on the Church, but the player has to pay you one token once he/she's got even only one region adjacent to the "Church" ? It's like a Corrupt power you can avoid.

United : maybe +2 ?

Voodoo : I totally messed this one up, it should have been : for each turn, as many -1 attack as regions with a pictogramm you already occupy ? But anyway, there should be one or two more tokens for this one. It can this way become more powerful than Commando !

[Mis à jour le: Thu, 14 March 2013 20:51]

      
*player1213754
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Re:Would like feedback on 3 new races and 2 new powers pls Fri, 15 March 2013 16:17
Don't worry Smile It's always fun to give feedback on new races and powers, and I try to be as constructive as I can!

Moribond, can you explain what you mean by: let's make it five +1 per player?

Charismatic, your second take is weaker, since you basically get a single region at -1...

Uranium mine, I get it now, very nice but maybe a tad powerful (again, comparing to my Oliphaunt trainers)

Knowledgeable, three is better!

I get Hawker, maybe it would be better one per opponent, so a 2 players, you can sell stuff only once, with a 5 players you get 4 stuff!!

Golden, I would say either bring it at (3) with 5 VP, (4) with 4 VP or (5) with 3 VP. What do you think on leaving the player choose where to put those vp (any region)?

I'm not sure I get the difference between Lonely and Quarrelling

No problemo for the Parasite non-samurai (though Samuraï Pixies has a nice ring to it Wink)

I get the ring better now! The region that is conquered at the next turn this way, it is unpregnable as long as the ring is there, but not if the ring moves, right?

Wrecker, how is it one more token for me?

Prophet, in that case, it is slightly weaker than Thieving (SWU), isn't it? I like the idea of church tithing!

United, +2 sounds good Smile

Vodoo, the problem in that case will be book-keeping (remembering how many pictograms you have, how many -1 conquests are left)...



I've been working on your Wonder idea, and here's what I got

Masonic (5): On your first turn, build a wonder in one of your regions (I have a nice token for that!). This region is now immune, and it grants you a bonus of 1 VP per turn. When you decline, turn the token. It grants no more immunity, but 1VP per turn and 1 defense. Stays on the board until the end of the game. If it is conquered, it is worth only 1 defense to the opponent (like a mountain)

Or v2 (I prefer v1 though)

Masonic (1-2): On your first turn, build a wonder in one of your regions . This region is now immune, and it as well as all neighbouring regions are worth 1VP bonus. When you decline, turn the token. It grants no more immunity, but 1VP per turn (this region only) and 1 defense. Stays on the board until the end of the game. If it is conquered, it is worth only 1 defense to the opponent (like a mountain)

What do you think?
      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Fri, 15 March 2013 21:42
Hail Caesar écrit le Fri, 15 March 2013 16:17

Don't worry Smile It's always fun to give feedback on new races and powers, and I try to be as constructive as I can!

Moribond, can you explain what you mean by: let's make it five +1 per player?

Charismatic, your second take is weaker, since you basically get a single region at -1...

Uranium mine, I get it now, very nice but maybe a tad powerful (again, comparing to my Oliphaunt trainers)

Knowledgeable, three is better!

I get Hawker, maybe it would be better one per opponent, so a 2 players, you can sell stuff only once, with a 5 players you get 4 stuff!!

Golden, I would say either bring it at (3) with 5 VP, (4) with 4 VP or (5) with 3 VP. What do you think on leaving the player choose where to put those vp (any region)?

I'm not sure I get the difference between Lonely and Quarrelling

No problemo for the Parasite non-samurai (though Samuraï Pixies has a nice ring to it Wink)

I get the ring better now! The region that is conquered at the next turn this way, it is unpregnable as long as the ring is there, but not if the ring moves, right?

Wrecker, how is it one more token for me?

Prophet, in that case, it is slightly weaker than Thieving (SWU), isn't it? I like the idea of church tithing!

United, +2 sounds good Smile

Vodoo, the problem in that case will be book-keeping (remembering how many pictograms you have, how many -1 conquests are left)...



I've been working on your Wonder idea, and here's what I got

Masonic (5): On your first turn, build a wonder in one of your regions (I have a nice token for that!). This region is now immune, and it grants you a bonus of 1 VP per turn. When you decline, turn the token. It grants no more immunity, but 1VP per turn and 1 defense. Stays on the board until the end of the game. If it is conquered, it is worth only 1 defense to the opponent (like a mountain)

Or v2 (I prefer v1 though)

Masonic (1-2): On your first turn, build a wonder in one of your regions . This region is now immune, and it as well as all neighbouring regions are worth 1VP bonus. When you decline, turn the token. It grants no more immunity, but 1VP per turn (this region only) and 1 defense. Stays on the board until the end of the game. If it is conquered, it is worth only 1 defense to the opponent (like a mountain)

What do you think?


Moribund : +6 for two players, +7 for three... until +9 for five.

Maybe for Charismatic : the player pays you one (or maybe two) VPs per token about to be lost to get it back ? Works on Elves automatically ?

With Quarreling, yo get one VP for every block of regions, but with Lonely, it is one VP for every single region completely isolated from the others (example : you finish a turn with a block of three regions, and two regions that neither share borders between them, nor with the block. You get two bonus coins for those two regions).

The Ring works more or less as the Dragon : it can move, it's just you don't conquer the region, you slip invisibly in it before killing everybody that stays.

Wrecker : you lose your region and a token. But the player that occupied this region get NO VP from it. So it's kind of a dilemma : if you occupy a region that is worth more than one VP, should the player make you leave without getting anything from it, or wouldn't he/she be able to make that sacrifice ?

I think that with Voodoo I meant every region with a pictogram you occupy ^^

I like the second Masonic better, but it's too few, just one ore two tokens. Why not make the +1 VP thing for everybody ?
      
*player1213754
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Re:Would like feedback on 3 new races and 2 new powers pls Mon, 18 March 2013 21:10
Well, concerning the second masonic

Masonic (1-2): On your first turn, build a wonder in one of your regions . This region is now immune, and it as well as all neighbouring regions are worth 1VP bonus. When you decline, turn the token. It grants no more immunity, but 1VP per turn (this region only) and 1 defense. Stays on the board until the end of the game. If it is conquered, it is worth only 1 defense to the opponent (like a mountain)

It is basically like Merchants, as in assuming you own the region with the Mausoleum, plus the 6 neighbouring regions, you have 7 regions with +1. That is most likely all you'll be able to own, so it is exactly like Merchant. Now, you add one immune region PLUS one single region at +1 def and +1VP when in decline. This makes the power too strong.

If you make the +1 for the opponents too, they will flock around the wonder, and you will be a prime target. I am not sure that compensates for the huge benefit you get, so it is probably as strong as merchants or stronger... thus the (1 to 2) tokens...

      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Thu, 28 March 2013 13:12
I made a few modifications in my previous post with all the races and powers, you can check if you want Wink
      
rasmussen81
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Re:Would like feedback on 3 new races and 2 new powers pls Tue, 09 April 2013 05:42
You guys have some interesting ideas. I'm not sure if you saw this, but right now DoW is in the last days of a Kickstarter they've been running. In this kickstarter, they are offering the chance for some lucky people to get their ideas published and if they like the expansion enough they might even make it into an official expansion!

You can find the information here: http://www.kickstarter.com/projects/daysofwonder/small-world -2-the-return

If you have $600 to spend, or if anyone owes you a few years of gifts, you could make your ideas a reality!! Cool
      
*player1213754
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Re:Would like feedback on 3 new races and 2 new powers pls Fri, 03 May 2013 17:56
Thanks for your kind comment, though 600$ would have been slightly steep for a price.

I am currently editing the races to include some improvements and bug fixes, and a few races/powers will change completely... will you have some time to give me some feedback in the near future, once the updates are completed?

Thanks!
      
DannyMack
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Re:Would like feedback on 3 new races and 2 new powers pls Fri, 28 June 2013 12:29
HAIL! CAESAR!
I looked over your OP and thought I'd comment on your "ideas".
Question: Are you just trying to find an alternate plan to use your Necromancer Island Ghosts? You're in luck--when the new Small World 2 for iPad comes out you'll get to play with the "Igors". They basically do what the Necromancer does as a race (which is basically what you are proposing here.)

On the other hand, Merciful sounds good and, IMO, original. I mean it's not as tough as Ransacking, but I like the element of choice it provides--plus it lets your opponent pretend he's an Elf for a hot second. Often this game comes down to tabletop politics, so when to use and when not to use is a mini-strategy in itself. Problem is this could turn out to be a non-power.

Then you added the stuff you worked on over at BGG, which actually looks like the stuff I worked on… You'll find my Demons here http://www.boardgamegeek.com/filepage/65368/smallworld-fan-r ace-demons-v-1 (No need to worry about trying to balance this idea. It's already been done, and downloaded by over 800 players in the past 2 years.)

Hidden is your original Unicorn power on the other side of the combo. The changes to the Ghosts & Merciful are unnecessary IMO. They were straightforward enough on the first pass.
Oliphaunt Master is great. More aggressive than Dragon Master, but less defensible against revenge attacks. Let's see some artwork for that and I'd play with it for sure.

Your March 8th post includes 3 "new powers" including one called "Adapting". That's ironic, because it's basically Blax's Witches turned into a slightly more complicated power. So you are adapting his ideas by calling them "new" ones, then asking him what he thinks--of course he thinks it's a good idea: he thought it up first! LOL You're killing me. While we're at it your Sieging power is one of the most commonly suggested ideas I've seen--"ignore defensive/immune tokens during conquest". Wish I had a nickel... And you know Unruly is just the Sorcerers' power only we would have more tokens to cut out with this, right?

This is a great conversation you've been having. I know I'm a bit late to the party, but I've enjoyed thinking through all of the ideas and their repercussions.

[Mis à jour le: Fri, 28 June 2013 12:35]

      
DannyMack
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Re:Would like feedback on 3 new races and 2 new powers pls Fri, 28 June 2013 12:34
BLAXNLION
These are the first Vampires that I have seen suggested that I would actually want to play. Nicely done: it fits within the established vibe of Small World and it's an elegantly simple solution to a very theme-heavy (and problematic) power.

The Gorgons are essentially my aforementioned Demons race with a different face on... Which is confusing, because your Demons race is also like my Demons race. Perhaps the different themed wording makes you feel like they're different, but they sound essentially the same, as written. (But so do Forest/Swamp/Hill, etc. so maybe that's no big deal.)

There's already a Will-O-Wisps race made by DOW, FYI...
Alicantos seem to be Mudmen (Underground) of the Mine Regions, so Tomayto/Tomahto, Hill Power/ Forest Power...
The Sphinxes sound trite already, as do the Snowmen, and the Shamans. Yetis? Shoot me. Yet the Cyclopes sound fresh (in spite of a lack of thematic connection, as written.) They would introduce an interesting conquest mechanic, I think.

I'm not sure what I think of the Djinns. I'll say this much: it's ironic that the (up to) 3 regions that are immune for them are because of their lamps. Isn't that their Achilles heel not their source of strength?

As for your powers, I commend you. Some, like Seer, Genius, and Midas feel like they should be in the Underground box, because they're close to the ones in the original game, but different enough not to be redundant (although Golden = Leaders, pretty much, and Skilled = the Gnomes). Others boldly add completely new twists to the game (Hawker, Roskstraumen, Achillean); while still others repeat the same ideas that so many others have suggested (Telepathic, Gambling, Radioactive, Voodoo, Circean, Titanic, Blessed, etc.) Some of them even feel like they should be made into places/relics instead of powers (Ring, Radioactive, Prophet, Mang). Resourceful is one I'd done myself too (but hadn't shared online). It's quite an interesting mix, and could almost be its own new base game, really. You've made a new base game if you ever took time to do the art for it all. That's a lot of ideas, my friend. I won't be making them all, but I do like several of these an will be working on art for them--in some cases a re-theming or tweaking as well. FYI: There's a power already here on the DOW forums that is = to your Stubborn power; it's called Ancient and the art is pretty good, IMO.

Several of your ideas are very mathy or contingent upon "this happening on so-and-so's turn." You'd need a notepad to keep track of these things, and that is an instant "meh, I'll pass" in my book. Lots of dice tossing too; I'm guessing you're a dice man. Lots of using others people's tokens too--that can be a lot to keep track of. Also I'm curious where some of these really obscure races come from?

All in all, this is good stuff. Thanks for sharing!
      
blaxnlion
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Re:Would like feedback on 3 new races and 2 new powers pls Wed, 03 July 2013 12:01
Hey ! Thanks for your comment. Here's my latest race and power update :

Races :

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.

Banshees (4, 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...

Gargoyles (4, 15 max) : you get six Marble Block tokens. Once per turn, you can redeploy two of them : each works as a Gargoyle but only for defense. If you decide to redeploy a Gargoyle with a Marble Block region (during your turn of after being conquered), it will grant you an additionnal Gargoyle for next turn, depleting the Marble token (it goes back to the tray) ; however, if this region is conquered the Marble Block is destroyed (not the Gargoyle that was possibly with it). They disappear in decline. A bivouack cannot be used as a Gargoyle to use this power.

Scarecrows (4) : you can conquer, from each field you occupy or conquer, one region with one single token.

Selenites (4) : every even-numbered turn, your regions are worth the double of victory points.

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.

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.

Djinns (5) : 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.

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, you get a Statue token 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.

Harpies (5) : you can decide to conquer as many regions as you want with two less tokens than necessary ; however, this regions have to be abandonned immediatly.

Korrigans (5) : any region from an active race sharing a border with a Korrigans' isn't worth anything (except for powers such as Imperial).

Mermaids (5) : you score one bonus VP for each coastal region occupied by an enemy, active or in decline (including Lost Tribes) that is adjacent to at least one of your coastal regions.

Minotaurs (5) : the Cave regions are worth one bonus VP.

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/she 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. You score one point for this regions and 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.

Centaurs (6, 17 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.

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

Duergars (6) : once per turn, you can explode a mountain you occupy for two VPs, but the defense token is lost and it is put back in the region if someone conquers it.

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, but you lose no token and they all stay there an enemy using this power to his/her benefit cannot use Diplomat against you). If attacked by a third player, the latter must provide sufficient tokens to get them all out of this region. When you go into decline, all non-Ghost tokens have to be redeployed (in-decline enemy tokens are then lost).

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.

Imps (6) : when one of your regions is attacked you can take the tokens from it and place them in an empty region that is adjacent to one of the rest. But it such empty region can't be found, the regular rules apply (one token is lost).

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

Lutins (6) : 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).

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.

Cyclopes (7) : nobody can conquer an empty region that is adjacent to one of yours.

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

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

Magicians (9) : during redeployment, you have to abandon a region.

Lilliputians (10) : all your regions cost one less token to attack.

Nymphs (10) : instead of keeping your tokens from regions you lost and redeploying them at the end of the enemy's turn, you keep them on the edge of the board. They can neither be redeployed, nor used for your next turn of attack.

Smurfs (11) : the only regions that grant you a VP are Forests and Hills.

Powers :

Magnetic (0) : all the players have to give you one victory point for each of their regions touching yours, even in decline, at the end of their turn, and even the ones left by the Gypsies ; when the combination hasn't been chosen yet, all the victory points that are left on the combination above and below go immediatly on the Magnetic race combination (except the cursed race).

Shaman (2) : 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 so, and they stay in decline. A Shaman race token with a Lost Tribe isn't considered to be alone.

United (2) : for every conquest, take as many victory points from the tray as enemy tokens you threw out.

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. Of course, for the Priestesses the Ivory Tower is worth double.

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.

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.

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

Confined (4) : take three victory points from the common stash. You can place them on borders, at one per border. Those regions can from now on only be conquered by crossing this border (then the VP is earned by the conqueror) and by spending one extra race token when it's done, for lack of which the VP is yours at your next turn. They cannot be placed on the border of an immune region, on the edge of the board and between two regions of yours.

Embalmer (4) : you can, once per turn and per player, turn a lonely in-decline race token into a VP (including Lost Tribes). You cannot conquer the concerned region (which has to be adjacent to yours) for this turn but the VP is yours when you redeploy.

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.

Magic (4) : you can conquer a region adjacent to each magic one you own as if it was empty.

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. A gambling race can use its gambling power only for the first die tossing.

And their genius (5) : during your conquests, place the Magic Lamp token in one of your regions. It becomes impregnable and immune. Then toss the die before carrying on your attacks. If you get 1, you can either conquer the enemy adjacent regions at one less token than necessary, get a VP or increase the defense of the regions you own near the Magic Lamp until your next turn. If you get 2, you can perform two powers, and all three if you get 3.

Archeologist (5) : before entering the map, take four 1VP and two 3VP tokens from the common tray - the archeologist treasures. Dispatch them all at random first, at one token per region and in NON-ADJACENT regions. Then proceed to your conquests. At the end of each of your turns, you can unearth one of them IF it is in one of your regions. If an opponent conquers a region with a treasure, it is destroyed, but if he/she was already occupying it when you placed the treasure, it stays and the enemy cannot unearth it (this region can be abandonned and reconquered though). The non-unearthed treasures are lost in decline.

Blacksmith (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).

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.

Medium (5) : at the end of your turn, you pick three regions, whether you're occupying them or not. If any player invades this region during his/her next turn, he/she has to pay you one VP.

Myopic (5) : once per turn and per race, you can remove a token that is adjacent to the region you attack from AND the region you're conquering.

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

Parasite (5) : when going into decline, keep up to 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.

Phoenix (5) : when in decline, each time you, or someone, abandon a region that is adjacent to your Phoenix race, place one race token there, provided that there are some left. Priestesses can be placed like any other race, not minding their special Ivory Tower ability.

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 at least one 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 ; in-decline tokens are lost at one per region. The active race tokens, remaining Ghouls, and Draugar can therefore be redeployed, and an Ivory Tower only decreases by one. 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. If the concerned player does not leave after redeployment, your next turn begins with this region's occupants being slaughtered and the region is yours.

Scout (5) : you can invade all the regions occupied by one or no token with one less token than necessary.

Telepathic (5) : once per turn and per player, you can swap a region of your choice with him/her, or take all the tokens from a region adjacent to yours and dispatch them in the neighbouring regions (including Barbarians and Pixies ; the latter stay until the end of your turn but the Pixies player have to let one per region afterwards).

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 until the Seafaring race in decline disappears ; for Fortified, you can get the remaining Fortresses that weren't used and that the player loses when in decline (you get the other ones when it disappears). The Spirit power is not granted until the race is wiped out of the map. 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) : when you go into decline, you can immediatly pick your following race for your next turn : you don't have to pay anything if it's not the first and all the VPs that were on it are yours (the Cursed race is the exception, you can't choose it). If it is the ETs, first make three other combinations appear before your choice.

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. 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 ; the pots of gold from Wrecker Leprechauns are lost for everybody).

Charismatic (6 - number of other players) : when you conquer an active race for the first time, you keep a token that can be used for attack and defense (attack has to wait next turn), even Elves, Banshees, and Knockers in a mine ! If you are the Orcs, Skeletons, Grim Reapers, Gorgons, Demons... and even a similar special power thanks to the Vulture power, the token you get isn't counted (it is not lost). If it belongs to a race which special power is a bonus VP or defense kind, you can apply it in the region where you leave this token, but it can never be left alone. They all disappear in decline.

[Mis à jour le: Wed, 13 November 2013 20:45]

      
DannyMack
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KS Backer - Triton

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Re:Would like feedback on 3 new races and 2 new powers pls Thu, 04 July 2013 04:45
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