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Kogli1KeNoob
Junior Member

Posts: 4
Registered:
September 2015
Re:Fan Creations - Races and Powers Mon, 12 October 2015 07:33
Fair... My friends and I aren't able to create a balanced race or special Power! It's to hard that we believed! So, maybe:

Snowmen (6/18): For each Mountain Region you conquered, you gain one extra coin and one extra Snowman token 'cause they can regenerate from snow.

In this post, Snowmen are, for me, too strong that's why we need a sort of malus, don't you? We can eliminate the extra coin.

Mountainous (5): Your race can conquer Mountain Regions with 2 less token.

So Mountainous Race can take that region with only one token such as Mounted.

If you have some ideas, let me know! xD
      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Tue, 13 October 2015 14:42
Kogli1KeNoob wrote on Mon, 12 October 2015 07:33

Fair... My friends and I aren't able to create a balanced race or special Power! It's to hard that we believed! So, maybe:

Snowmen (6/18): For each Mountain Region you conquered, you gain one extra coin and one extra Snowman token 'cause they can regenerate from snow.

In this post, Snowmen are, for me, too strong that's why we need a sort of malus, don't you? We can eliminate the extra coin.

Mountainous (5): Your race can conquer Mountain Regions with 2 less token.

So Mountainous Race can take that region with only one token such as Mounted.

If you have some ideas, let me know! xD


Your Snowmen are way too strong again. Compare that with the Golems from Underground. They are only 5 and only have one extra Golem for each Muddy region they hold.

Moutainous is then the equivalent of my Cryothropes, found here :

http://www.daysofwonder.com/en/msg/?th=30526&start=0

The rest of my ideas are here (second post) :

http://www.daysofwonder.com/en/msg/?th=17023&start=120

If you want to get inspired or if you have comments to make... Wink
      
Kogli1KeNoob
Junior Member

Posts: 4
Registered:
September 2015
Re:Fan Creations - Races and Powers Sat, 24 October 2015 02:24
Hi

A friend of mine said:

Snowmen (5/10): they gain one coin for mountain region they conquer, and they conquer mountain region with one less token. The regions not adjacent to your mountains cost one more token to be conquered.

tell me
      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Sat, 24 October 2015 13:45
Kogli1KeNoob wrote on Sat, 24 October 2015 02:24

Hi

A friend of mine said:

Snowmen (5/10): they gain one coin for mountain region they conquer, and they conquer mountain region with one less token. The regions not adjacent to your mountains cost one more token to be conquered.

tell me


A tad complicated... So the +1 VP is just when they conquer the region, or is it like for Humans and their Fields ?

And the +1 token to attack regions not adjacent to regions they own ? Like the opposite of Giants ?

I think tha they would then deserve 6 tokens rather than 5.
      
player1888615
Junior Member

Posts: 1
Registered:
November 2015
Re:Fan Creations - Races and Powers Mon, 16 November 2015 17:14
Hi there,

I have been playing this game for a while but have finally bought Underground and Realms. While looking through the various available expansions I noticed that most of them are competition winning race packs, which led me to search for this thread.

I have a single race to contribute at the moment, more will be edited in as I read my way through this enormous thread and as I become more familiar with the expansions.

RACES:
Titan (3/5): Each race token counts as 3 for all purposes, rounded up to the nearest whole token.
- Player gets the TOTAL number of race tokens on both race and power, divided by 3 and then rounded up to the nearest 1. This means that Titans always start with either 2 or 3 tokens.
- Tokens count for 3 for invasions and defense.
- Since the reinforcement die is 0, 1, 2 or 3, Titans will reinforce either 0 or 1 token.
- Each terrain area held by Titans earns 3 Victory Points at the end of the turn, instead of 1.

POWERS:

Please feel free to let me know what you think. I will edit these as I play with them.

[Updated on: Mon, 16 November 2015 17:33]

      
AZJaguar
Junior Member

Posts: 2
Registered:
November 2015
Re:Fan Creations - Races and Powers Wed, 18 November 2015 18:00
I just recently started playing this game and I find it to be a great game.

I have but a few race and power suggestions I would like to see made or similar to them made.

Races
Mermaids[6/11] Can conquer water as well as all water regions are considered adjacent. Can not attack regions not adjacent to water. If teamed up with the seafaring power to bad.

Buffalo Men[7/18] Must move in a straight line from where they started from. During redeployment remove all from the first regions conquered and place them all on the last region you conquered. Earn one coin for each region you moved through. Get one race token from the tray and add it at the start of your next turn.

Powers
Sea Monster Masters[4](2 tokens) Two tokens similar to the dragon token but can only attack regions adjacent to water.

Nomads[5] Gain 1 extra victory token for each region you have only one race token on.

Mountain[3] Gain 1 extra victory token for each mountain region you control.

Farming [4] Gain 1 extra victory token for each farm region you control.

Trenching[5] (4 tokens) During your redeployment, select one active race that is adjacent to a region you control. Place the trenches on each region that is adjacent to that race. gain 1 victory token for each trench in play. Can only have one trench per region and adds +1 to defense. However, if that race on their next turn conquers a region with a trench they get an extra victory token.
      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Thu, 19 November 2015 00:49
AZJaguar wrote on Wed, 18 November 2015 18:00

I just recently started playing this game and I find it to be a great game.

I have but a few race and power suggestions I would like to see made or similar to them made.

Races
Mermaids[6/11] Can conquer water as well as all water regions are considered adjacent. Can not attack regions not adjacent to water. If teamed up with the seafaring power to bad.

Buffalo Men[7/18] Must move in a straight line from where they started from. During redeployment remove all from the first regions conquered and place them all on the last region you conquered. Earn one coin for each region you moved through. Get one race token from the tray and add it at the start of your next turn.

Powers
Sea Monster Masters[4](2 tokens) Two tokens similar to the dragon token but can only attack regions adjacent to water.

Nomads[5] Gain 1 extra victory token for each region you have only one race token on.

Mountain[3] Gain 1 extra victory token for each mountain region you control.

Farming [4] Gain 1 extra victory token for each farm region you control.

Trenching[5] (4 tokens) During your redeployment, select one active race that is adjacent to a region you control. Place the trenches on each region that is adjacent to that race. gain 1 victory token for each trench in play. Can only have one trench per region and adds +1 to defense. However, if that race on their next turn conquers a region with a trench they get an extra victory token.


Mermaids : I don't really like ideas that make existing powers or races useless. And besides they're quite underpowered.

Buffalo men : too complicated and overpowered... They should start at much less than 7.

See Monster Masters : why not.

Nomads : too unbalanced. You just have to leave one token in all regions but one you own and that's it. Besides it doesn't work with Kobolds.

Moutain : powers that grant +1 PV per regions of a certain kind should give 4 tokens.

Farming : like Humans but as a power. Doesn't add much... but why not.

Trenching : a good one. But it should give less than 5 I think.
      
KnofeL
Junior Member

Posts: 1
Registered:
August 2016
Re:Fan Creations - Races and Powers Fri, 26 August 2016 19:41
Hello!

I'm quite new to the Small World but I found it very fun to play and I've got some ideas myself. Who knows maybe someone will use them Smile

Garygouls [5 tokens]. As a flying creatures they can conquer any region of the world. When Garygouls are going to decline they turn into stone increasing regions defense by 1.

Hydra [5/21 tokens]. When hydra dies, take two additional race tokens from the tray.

Werewolves [6 tokens]. They act differently depending on region they currently control. When on plains they take human form and gain one extra VP for each controlled plain region. When in forest they take wolf form which reduce tokens required to conquer adjacent regions by one.

[Updated on: Fri, 26 August 2016 19:41]

      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 28 August 2016 12:05
KnofeL wrote on Fri, 26 August 2016 19:41

Hello!

I'm quite new to the Small World but I found it very fun to play and I've got some ideas myself. Who knows maybe someone will use them Smile

Garygouls [5 tokens]. As a flying creatures they can conquer any region of the world. When Garygouls are going to decline they turn into stone increasing regions defense by 1.

Hydra [5/21 tokens]. When hydra dies, take two additional race tokens from the tray.

Werewolves [6 tokens]. They act differently depending on region they currently control. When on plains they take human form and gain one extra VP for each controlled plain region. When in forest they take wolf form which reduce tokens required to conquer adjacent regions by one.


Garygouls are redundant with Flying, and they're also quite like Trolls in decline.

Your Werewolves are overpowered.
      
hollo007
Junior Member

Posts: 3
Registered:
August 2016
Re:Fan Creations - Races and Powers Tue, 30 August 2016 14:42
I am testing the wey this forum works XD
      
hollo007
Junior Member

Posts: 3
Registered:
August 2016
Re:Fan Creations - Races and Powers Tue, 30 August 2016 18:51
I think there are mechanics, that are missing from small world, but they would be interesting. I find really boring every idea, that contains: "conquer with less" or "get extra gold from". So here is my ideas:

rainforest expansion:

races
predator (5/10): When conquer an enemy region, all enemy tokens are discarded. ( elf-s get back one token only).

advantage: Perfect for attacking a new tribe on the board. For example if you declined after one of the "richest" players in the game, you could give him a big bite into the ass.

chameleon(5/10): When your region is conquered you can leave there one of your discarded tokens. You don't own the region, and you can't move that token until it is not your region again, but you get one gold, for every secend region with one "undercover" token.

advantages: A passive ability to partly keep lost regions.

mosquitos(4/9): When is chose,you get half as many virus tokens as many enemy you have with active race (1->1,2->1,3->2,4->2). When you discard one of them you can choose a bordering race, that has to decline next turn.

advantages: You can destroy two enemies plans, and give them a hard turn.

clasper monster(4/9): Enemy tokens of the bordering regions are tied at the and of your turn. They can not be moved from there or used during attacks, until all bordering clasper monster regions are conquered by others.

advantages: You can easily week all enemies. Their only hope is to destroy you or weak their bordering regions.

ancient shaman(1/6):They can start only in a forest region, but in any of them. They can ghost curse all bordering region. It means, they have control of its tokens for a turn, and can "force" the tokens to attack anyone, even their own race. At the end of the turn the ghost cursed tokens get discarded, and you get gold for them and for every token of their race, which got discarded during the turn.

advantage: dangerous ability, and an easily defendable small territory.

abilities:

symbionts: You get symbiont tokens, but you can use them to attack only if you pay with one gold per used tokens per turn.

elementals: you get four tokens. An Earth, a water, a fire, end a wind one. You can use fire, to discard all enemies on a region, water, to get back all the discarded tokens of your race, wind, to take enemy tokens from one region to an unconquered one and earth to get an immun turn (you can't be attacked.)

poison arrow: You can use it three times per turn to discard an enemy token

      
ruffdove
Junior Member

Posts: 1
Registered:
December 2012
Re:Fan Creations - Races and Powers Sun, 11 September 2016 21:57
This is a Special Power I came up with for my game - apologies if someone has already come up with it. It is also a little similar to the "Imperial" special power in Be Not Afraid, but different enough...

Economically Complex (5): The race has a highly advanced and interdependent economic structure requiring an array of special resources to function at its staggering potential. If, at the end of the player's turn, his economically complex race controls at least one of every type of terrain (hills, fields, swamp, mountains, forest), at least one of which MUST be connected to a water space (lake or ocean), then the player collects a bonus VP for each of the five regions in the set. The five spaces MUST also be contiguous but may trace a contiguous path over water.

If the opposing players are so horribly negligent as to allow the economically complex race to complete his turn in possession of TWO of each type of terrain (including TWO spaces adjacent to water), then the player collects a bonus point for all TEN spaces provided they are contiguous (paths over water allowed).

EDIT: A note on play testing, in 12 games in which Economically Complex races have appeared, the latter eventuality (two sets of five spaces) has not occurred once. Also, good strategies for combatting EC races have arisen.

[Updated on: Sun, 11 September 2016 22:04]

      
Velve
Junior Member

User Pages
Posts: 1
Registered:
August 2013
Re:Fan Creations - Races and Powers Tue, 13 September 2016 22:44
Hi!

I apologize in advance - I can't write my thoughts in English.

I'm here playing in the "Small World" came the idea of "vengeful" race, rather about the Power to race.

The idea is:
Every time you race someone attacks, no matter successfully or not, the player receives a special token - a token of revenge - all of these tokens can be 5. These tokens can be used as a token unit in the conquest, but you can't leave him on the field after the end of the turn.
Tokens are not accumulated during the game - if they have not been expended during walking, the counters are reset.
If the player screens to go into decline, and he has not spent tokens for each token he gets a coin.

number of tokens added: 5

We conducted several tests of this "Power", until I realized we like it or not Smile
      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Thu, 29 September 2016 17:02
hollo007 wrote on Tue, 30 August 2016 18:51

I think there are mechanics, that are missing from small world, but they would be interesting. I find really boring every idea, that contains: "conquer with less" or "get extra gold from". So here is my ideas:

rainforest expansion:

races
predator (5/10): When conquer an enemy region, all enemy tokens are discarded. ( elf-s get back one token only).

advantage: Perfect for attacking a new tribe on the board. For example if you declined after one of the "richest" players in the game, you could give him a big bite into the ass.

chameleon(5/10): When your region is conquered you can leave there one of your discarded tokens. You don't own the region, and you can't move that token until it is not your region again, but you get one gold, for every secend region with one "undercover" token.

advantages: A passive ability to partly keep lost regions.

mosquitos(4/9): When is chose,you get half as many virus tokens as many enemy you have with active race (1->1,2->1,3->2,4->2). When you discard one of them you can choose a bordering race, that has to decline next turn.

advantages: You can destroy two enemies plans, and give them a hard turn.

clasper monster(4/9): Enemy tokens of the bordering regions are tied at the and of your turn. They can not be moved from there or used during attacks, until all bordering clasper monster regions are conquered by others.

advantages: You can easily week all enemies. Their only hope is to destroy you or weak their bordering regions.

ancient shaman(1/6):They can start only in a forest region, but in any of them. They can ghost curse all bordering region. It means, they have control of its tokens for a turn, and can "force" the tokens to attack anyone, even their own race. At the end of the turn the ghost cursed tokens get discarded, and you get gold for them and for every token of their race, which got discarded during the turn.

advantage: dangerous ability, and an easily defendable small territory.

abilities:

symbionts: You get symbiont tokens, but you can use them to attack only if you pay with one gold per used tokens per turn.

elementals: you get four tokens. An Earth, a water, a fire, end a wind one. You can use fire, to discard all enemies on a region, water, to get back all the discarded tokens of your race, wind, to take enemy tokens from one region to an unconquered one and earth to get an immun turn (you can't be attacked.)

poison arrow: You can use it three times per turn to discard an enemy token




Predator is way too fierce. The main purpose of Small World is to make money and that is done by conquer, not destroying the other. Where is the fun in that ?

I like Chameleon, but it sets several point which have to be solved :
- does the remaining token increase the defense ?
- which is discarded when a third player conquers the region ? The Chameleon should be discarded, ottherwise it's overpowered.
- What happens when either declines ? Do both stay, or one makes the other leave ?

I had a similar idea called Spirits or Ghosts I can't remember.

Mosquitos is too overpowered, and I don't see the link between the power and the race. Plus it's completely unfair with only one other player.

Ancient Shamans : too complicated and complex to apply.

I don't understand symbionts.

Elemental : each should be used once only. And Fire should make the other lose two tokens instead of all.

Poison Arrow : why not but I don't like slaughtering ideas.

And you have to give the powers an amount of tokens.
      
Radien
Member

Posts: 37
Registered:
October 2014
Re:Fan Creations - Races and Powers Fri, 25 November 2016 23:18
Kogli1KeNoob wrote on Mon, 12 October 2015 01:33

Mountainous (5): Your race can conquer Mountain Regions with 2 less token.

So Mountainous Race can take that region with only one token such as Mounted.

If you have some ideas, let me know! xD


Hmm... That's awfully strong. Since mountains give extra defense against other players, it's like giving the race free defense at a steep discount.

Even without the other abilities, that's pretty strong. It's not broken, but I think it should grant less than 5 race tokens.
      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Tue, 06 December 2016 11:28
Radien wrote on Fri, 25 November 2016 23:18

Kogli1KeNoob wrote on Mon, 12 October 2015 01:33

Mountainous (5): Your race can conquer Mountain Regions with 2 less token.

So Mountainous Race can take that region with only one token such as Mounted.

If you have some ideas, let me know! xD


Hmm... That's awfully strong. Since mountains give extra defense against other players, it's like giving the race free defense at a steep discount.

Even without the other abilities, that's pretty strong. It's not broken, but I think it should grant less than 5 race tokens.


I don't agree, it's perfectly balanced. Mounted grants a -1 bonus for conquest for Hills and Fields, Mountainous gives a -2 bonus conquest for only Mountains, which is exactly the same (the conquest bonus is concentrated on one kind of region instead of being dispatched on two) and they both give 5 bonus race tokens. The fact Mountains have a +1 defense bonus doesn't change anything, they're also harder to conquer, and you will need more than one race token if occupied. I fashioned the race equivalent of Mountainous, called Cryothropes, with 6 race tokens (races give one more race token than the Special Power equivalent), and I've played several times with them, and believe it or not, they were not that strong, they still have to play their way through to go from one Mountain to another, unlike Mounted, since Fields and Hills are easier to come by during your turn of conquest.
      
Radien
Member

Posts: 37
Registered:
October 2014
Re:Fan Creations - Races and Powers Thu, 08 December 2016 04:16
blaxnlion wrote on Tue, 06 December 2016 05:28

I don't agree, it's perfectly balanced. Mounted grants a -1 bonus for conquest for Hills and Fields, Mountainous gives a -2 bonus conquest for only Mountains, which is exactly the same (the conquest bonus is concentrated on one kind of region instead of being dispatched on two) and they both give 5 bonus race tokens. The fact Mountains have a +1 defense bonus doesn't change anything, they're also harder to conquer, and you will need more than one race token if occupied. I fashioned the race equivalent of Mountainous, called Cryothropes, with 6 race tokens (races give one more race token than the Special Power equivalent), and I've played several times with them, and believe it or not, they were not that strong, they still have to play their way through to go from one Mountain to another, unlike Mounted, since Fields and Hills are easier to come by during your turn of conquest.


It is indeed worth mentioning Mounted with regards to balance here, yes. However, there are a couple of factors that make this different, in my opinion.

First of all, in addition to the +1 defense making Mountains more valuable than your average region, they are more numerous than other regions on some maps. On the 4 player map, there is one more mountain region than the other region types, and on the 3-player map there are two more. This makes a slight difference; maybe half a token's worth.

Secondly, I don't feel that giving a 1 token bonus to two region types is equal to a 2 token bonus to one region type. For one thing, players can pick and choose where to attack, and mountains that are next to each other are fairly common. Additionally, 2 token bonuses are not very common in Smallworld — “Were-” is the only one available on a banner, and it only grants that ability every other turn, meaning it is limited by time rather than by location.

Lastly, though, I feel this changes what seems to be a core design concept of the game: that while bonuses and rewards push different races in different directions, up until now, mountains have been a natural border that helps direct the flow of the game, right behind the water regions.

I know I've been rather wordy here, but all I'm suggesting is that you playtest it to see whether it is more powerful than anticipated, and consider reducing its tokens to 4. That's all. Smile

[Updated on: Thu, 08 December 2016 04:18]

      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Wed, 21 December 2016 22:59
Radien wrote on Thu, 08 December 2016 04:16



It is indeed worth mentioning Mounted with regards to balance here, yes. However, there are a couple of factors that make this different, in my opinion.

First of all, in addition to the +1 defense making Mountains more valuable than your average region, they are more numerous than other regions on some maps. On the 4 player map, there is one more mountain region than the other region types, and on the 3-player map there are two more. This makes a slight difference; maybe half a token's worth.


You are right, I'd never noticed that before. But then if you give them one less token, it becomes underpowered for the 2 and 5-player maps.

Like I explained, the +1 bonus defense for Mountains doesn't change anything, they're also harder to conquest.

What's more, even if Mountains are one or two more in number, they're farther away from each other in average than the Hills + Fields lot. So on the first turn you might be able to conquer three mountains at once, all the easier that they are adjacent ; but on the next turn you might have trouble going further, especially if new races appear after yours and put their tokens or other obstacles in between. In a few words, Mounted makes the bonus attack easier to spread among the regions than Mountainous.

Quote:

Secondly, I don't feel that giving a 1 token bonus to two region types is equal to a 2 token bonus to one region type. For one thing, players can pick and choose where to attack, and mountains that are next to each other are fairly common. Additionally, 2 token bonuses are not very common in Smallworld — “Were-” is the only one available on a banner, and it only grants that ability every other turn, meaning it is limited by time rather than by location.


It is mathematically strictly the same if the Mounted race conquers a Field and a Hill where the Mountainous race conquers one Moutain and any other type of region. The latter is slightly easier, but getting to the next Mountain can be trickier where the Mounted race has to go on a Hill or a Field next.

That being said, picking Mountainous at the beginning of the game gives a fairly advantage, but so does Mounted and many other powers. And when the map becomes crowded, if other races have settled on Mountains pretty strongly, applying Mountainous is likely to become trickier to use than Mounted. It all depends on the game's configuration.

Quote:

Lastly, though, I feel this changes what seems to be a core design concept of the game: that while bonuses and rewards push different races in different directions, up until now, mountains have been a natural border that helps direct the flow of the game, right behind the water regions.

I know I've been rather wordy here, but all I'm suggesting is that you playtest it to see whether it is more powerful than anticipated, and consider reducing its tokens to 4. That's all. Smile


I'm keepig my Cryothropes to 6, but thanks for the feedback, I learnt a few things Wink And I'm sure of it, their power is not better than Mounted.
      
Radien
Member

Posts: 37
Registered:
October 2014
Re:Fan Creations - Races and Powers Sun, 25 December 2016 14:39
blaxnlion wrote on Wed, 21 December 2016 16:59

I'm keepig my Cryothropes to 6, but thanks for the feedback, I learnt a few things Wink And I'm sure of it, their power is not better than Mounted.

Fair enough; I did say I was just encouraging you to have a look at it. Smile Maybe next you want to throw it into a game and see how people like it.

That's the hardest part in my experience... Introducing races without feeling like I'm recruiting guinea pigs.

[Updated on: Mon, 08 January 2018 07:55]

      
Spieler2218817
Junior Member

Posts: 4
Registered:
January 2017
Re:Fan Creations - Races and Powers Tue, 24 January 2017 14:46
Fan Expansion: Small World Armageddon (2-6 Players)

The end is near! It is raining fire...
Small World is getting even smaller.
The world is haunted by Metroids!
Try to survive successfully with your civilization.
Save your people from the impacts!


Every game will be different.
Watch, plan and react with your actions to the impending impacts.



The rule can also be used for Small World Realms or Underground:
Simple modify the armageddon-plate for Underground and use "crashing stones" as a replacement for the impacts.

http://fs5.directupload.net/images/170124/erzkzn2g.jpg
http://fs5.directupload.net/images/170124/yeyj4s4h.jpg

[Updated on: Tue, 24 January 2017 15:17]

      
Spieler2218817
Junior Member

Posts: 4
Registered:
January 2017
Re:Fan Creations - Races and Powers Tue, 24 January 2017 14:47
http://fs5.directupload.net/images/170124/j6kk3qeg.jpg
http://fs5.directupload.net/images/170124/kfi3cbzf.jpg
      
player2388441
Junior Member

Posts: 1
Registered:
January 2017
Re:Fan Creations - Races and Powers Fri, 27 January 2017 00:48
HI Im a new player looking for custom races to play
if its not too much trouble for you guys could you post links for good looking fan made races here
thank you so much
      
hollo007
Junior Member

Posts: 3
Registered:
August 2016
Re:Fan Creations - Races and Powers Mon, 30 January 2017 14:48
"Predator is way too fierce. The main purpose of Small World is to make money and that is done by conquer, not destroying the other. Where is the fun in that ?"

In my opinion, a good expension gives a new shade to the game. Being fierce is a exciting shade. There is the need for it in elder players.

That is well known, there are very OP combinations of race and power in SmallWorld. If someone can get one of them during a game, He/She can win just because of this. Predator is an option to weak the strongest player of the game, and get rid of a too strong combination, get revenge. It could be a catalyst for the Igors too. It can change the game, and then disappear. There is the fun in it.

"I like Chameleon, but it sets several point which have to be solved :
- does the remaining token increase the defense ?
- which is discarded when a third player conquers the region ? The Chameleon should be discarded, otherwise it's overpowered.
- What happens when either declines ? Do both stay, or one makes the other leave ?"

No it dose not increase the defense. It want to survive, not to help the "invader".
Yes, I agree. If a third race conquers, the chameleon is discarded.
If the "invader" declines, it does as usual. Leaves there only one token. If the chameleon declines, the undercover chameleons stay there and increase the defense against any third race.

"Mosquitos is too overpowered, and I don't see the link between the power and the race. Plus it's completely unfair with only one other player."

Maybe, but it is a good idea. There should be an option to force the others to decline.

"Ancient Shamans : too complicated and complex to apply."
I agree.

I don't understand symbionts.

"Elemental : each should be used once only. And Fire should make the other lose two tokens instead of all."
I ment it two be used only once. Yes, I agree.

"Poison Arrow : why not but I don't like slaughtering ideas."
A new shade.. A little fierce.

"And you have to give the powers an amount of tokens."
I didn't know what amount would be in balance. Maybe 3 for elementals, and five for arrows
      
daddymonsterpoodle
Junior Member

Posts: 1
Registered:
February 2017
Re:Fan Creations - Races and Powers Thu, 02 February 2017 02:03
Treant 5 (ignores all structures e.g. forts, bivouacs, troll lairs, encampments but not hobbit holes). A treant attacking a troll lair on a mountain with one unit would require four troops not five.

Golem 5 gets one extra golem per turn for every mine occupied.
I thought about making it for every mountain occupied but I thought that would get overpowered really fast, might as well be amazons or skeletons. Razz

Any feedback would be good.

[Updated on: Thu, 02 February 2017 02:04]

      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 02 April 2017 20:41
daddymonsterpoodle wrote on Thu, 02 February 2017 02:03

Treant 5 (ignores all structures e.g. forts, bivouacs, troll lairs, encampments but not hobbit holes). A treant attacking a troll lair on a mountain with one unit would require four troops not five.

Golem 5 gets one extra golem per turn for every mine occupied.
I thought about making it for every mountain occupied but I thought that would get overpowered really fast, might as well be amazons or skeletons. Razz

Any feedback would be good.



Hello,

Treants' power idea was already proposed, and personnally, I find it too specific, most of the time it won't have any structure to apply on and will become useless.

Golem's idea is basically the one from Underground so nothing new here. Besides it seems to be a Special Power right ? So it should be 4 and not 5 additional tokens. And remember that Mountains are harder to lose, but also harder to conquer so it wouldn't change anything.
      
Alper Ates
Junior Member

Posts: 1
Registered:
May 2017
Re:Fan Creations - Races and Powers Fri, 26 May 2017 08:49
Genies: Chose the special ability of any player’s active race or form incoming combos, the special ability you chose will become your race ability. Starting number is 4.

In decline place two lamps into two of your regions (One lamp for each area).

Lamps: Any player who captures a lamp has two options: First one is to remove the lamp or second option s/he roll a dice which means rubbing the lamp. If you roll blank, that means no genies left in the lamp; discard lamp icon, for rolling 1, 2 or 3 means genie granting your wish, player could change his/her special ability with unseen ones accordingly (7,8,9 combos which are hidden) (Granting a wish) (1 is 1st on the deck,2 is 2nd ,3 is 3rd special ability, place your special ability card to the bottom of the deck)
It could give more randomness anyway and no risk no win. In this option you could remove the lamp directly if you not want to use it. This is also make players with good special ability to rush the lamp map pieces to remove them from the game.


Illusionists: Each Magic Source you control, take 1 extra Illusionist form your trace. During your Troop Redeployment, place 1 extra Illusionists on the Magic Source’s only. (All Magic has to return to the source after the tricks are over ) Starting unit 5
Decline normal


Shapeshifters : Replicate the race ability of any players active race, if no active race is on the board roll a dice replicate the incoming race combo accordingly. (Blank means no race ability for this round, 1 is 1st race on the race track,2 is 2nd race on the race track, 3 is 3rd race on the race track) (If it is not a early game first 1-3 races usually the least wanted ones so this a balance stuff) Starting unit number is 4.
Decline normal (Lose all race abilities *like dwarfs or *ghouls too)
      
samwestley
Junior Member

Posts: 3
Registered:
November 2017
Re:Fan Creations - Races and Powers Fri, 01 December 2017 04:11
Witches- 4/12
Like the sorcererors, they can can turn any single token into a witch, but only once per turn, not once per opponent. However, they can use their broomsticks to do this power on any region on the map, not just an adjacent one, and any defense bonus already in that region, such as troll cave, or fortress, remain in the new witch territory.
      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Fri, 22 December 2017 23:27
Hi players, I think my 10 new races and powers will be more visible here. Enjoy ! And sorry, it's in French...

https://drive.google.com/file/d/1Kr-krUdpaAlPd2Gn95gQWXjwCAA Q5BW5/view

[Updated on: Fri, 22 December 2017 23:27]

      
player3119580
Junior Member

Posts: 1
Registered:
January 2018
Re:Fan Creations - Races and Powers Mon, 08 January 2018 03:41
Bearman: 5 starting tokens, whenever you conquer an area or claim an area as yours which has a mine you may add one more Bearman token to be used next turn, if you lose a mine you lose one of your new Bearman tokens.

[Updated on: Mon, 08 January 2018 03:42]

      
blaxnlion
Senior Member

Posts: 423
Registered:
January 2013
Re:Fan Creations - Races and Powers Mon, 08 January 2018 11:56
player3119580 wrote on Mon, 08 January 2018 03:41

Bearman: 5 starting tokens, whenever you conquer an area or claim an area as yours which has a mine you may add one more Bearman token to be used next turn, if you lose a mine you lose one of your new Bearman tokens.


Hi, your Bearmen are a little too weak, compare with Golems in the Underground version, they get a new race token for every mud region they occupy but they don't lose them when they lose the region...
      
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