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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: 449
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: 449
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: 449
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: 449
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: 449
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: 449
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: 449
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: 449
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: 449
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: 449
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...
      
Joe Wald
Junior Member

Posts: 4
Registered:
February 2018
Re:Fan Creations - Races and Powers Fri, 02 February 2018 00:17
Thief (6/11): At the end of your turn, steal 3 gold from the player with the most race tokens on the board. Take 2 gold from the players if there is a tie.
      
Joe Wald
Junior Member

Posts: 4
Registered:
February 2018
Re:Fan Creations - Races and Powers Fri, 02 February 2018 00:25
Ruthless (4): When you conquest, return 2 race tokens to the box instead of 1

Hirelings (4,9): When you no longer own any spaces on the board with this race, the player that attacked you pays you 5 gold

Fishermen (3): Each area adjacent to water gives you plus 1 gold, ends when put into decline

Gladiators (5,10): when you when with the reinforcement die, get +1 gold
      
Joe Wald
Junior Member

Posts: 4
Registered:
February 2018
Re:Fan Creations - Races and Powers Fri, 02 February 2018 00:38
Lizard folk (3/8): +1 gold and defense in swamp areas, -1 attack in swamp areas.

Oozes (3,15): when an area controlled by oozes is conquered, get an extra ooze instead of losing an ooze

Pirates (6/11): get 2 gold when you attack an area that is adjacent to water

Explorers (5,10) (need 3 exploration tokens): place an exploration token on 4 unconquored areas, other players cannot conquer these areas. when you conquer them, get +1 gold and remove the exploration token

Warlords (4,9): areas get -2 defense if you can attack them from 2 different places, the two places cannot be adjacent. A minimum of 1 warlord token is still required.

Harpies (6,11): the area you attack does not have to be adjacent to you for you to attack it

      
Joe Wald
Junior Member

Posts: 4
Registered:
February 2018
Re:Fan Creations - Races and Powers Fri, 02 February 2018 00:51
Mind Flayers (6,11): when you attack somebody, at the end of the turn use the race tokens that you defeated to attack something.

Hypnotists (5,10): you can attack areas that are protected by heroic tokens, dragon tokens, hole in the ground tokens, etc, you also ignore all bonuses to defense

crusaders (6,11): you can attack areas with dragon or heroic tokens on them for -1 defense. if you beat the area, return the dragon or heroic token to the box.

tricky (4)(need 3 trick tokens){trick tokens look like a 3 gold}: if you abandon an area, place a trick token there, if a player attacks it, put 3 of their race tokens in the box, then they get the gold

doppelgangers (3,8): one per turn when somebody conquers an area, take 1 of your race tokens and claim the area

      
JohanJakobsen
Member

Posts: 41
Registered:
December 2013
Re:Fan Creations - Races and Powers Sat, 03 February 2018 12:33
Hi Joe,

Firstly I love seeing new fan made races and powers, so thank you for sharing your ideas. I will comment on them and give some constructive criticism. You them or leave them Smile


Quote:

Ruthless (4): When you conquest, return 2 race tokens to the box instead of 1



I don't really like the kill more tokens because it don't give more VP to the player or makes it easier for them to conquer new land. It really just punish your opponent and it properly only works in a 2 player game where keeping your opponent down can give you the win.

Quote:

Hirelings (4,9): When you no longer own any spaces on the board with this race, the player that attacked you pays you 5 gold



I like the idea I just see one problem. What if the player dosen't kill the last of your Hirelings, then you won't get any gold. So then their racepower never come into play.

Quote:

Fishermen (3): Each area adjacent to water gives you plus 1 gold, ends when put into decline



I love the idea of the race taking a break and go fishing Very Happy But it look a lot like Aquatic from Small World - Royal Bonus without the -1 from all non-Coastal Region. So it maybe a little over powered. Maybe you could say Each area adjacent to water gives you plus 1 gold at the start of you turn. Then the opponent have a chance to stop this special power from coming into work.

Quote:

Gladiators (5,10): when you when with the reinforcement die, get +1 gold



I like the idea but I think it either is under powered or over powered. The die normally only comes in work at the last attack. So it only give one ekstra VP each game if you choose to use the die. So compared to Wealthy which give you VP once, you have to keep your race for at least 7 rounds before it give you any real advantage and that is normally not a good idea to keep them on the board for so long. On the other hand if the Gladiators get Berserk as a special power the will earn at least 5 bonus VP per turn for at least the first to turns and then they will get a lot of gold real quickly and may therefor be a little overpowered in this scenario.

Quote:

Lizard folk (3/8): +1 gold and defense in swamp areas, -1 attack in swamp areas.


First of we already have Lizardmen from Small World: Underground. So maybe find a new race to them. But I like the idea of them getting two bonus from a Region but have a harder time conquering the Region! Very Happy An idea could be a race called Gill Man from Creature from the Black Lagoon. So when they conquer a Swamp Region the may place a Lagoon on it with give them +1 gold and Defense but they have to use one more Token for conquering the Region. And I will give them 4/9 tokens.

Oozes (3,15): when an area controlled by oozes is conquered, get an extra ooze instead of losing an ooze

I like this Smile But I think the problem would be that no one would attack them before the go InDecline. They are a little better than Pygmies from Small World: Be not afraid... which does the same except they roll the die to see how many tokens the will get back.

Quote:

Pirates (6/11): get 2 gold when you attack an area that is adjacent to water



Great idea! But I would give them 5/10 token instead and say they get 2 bonus VP for each not empty Region adjacent to water they conquer. They would have a greater income than Orcs for conquering but be restricted by the Region specifics.

Quote:

Explorers (5,10) (need 3 exploration tokens): place an exploration token on 4 unconquored areas, other players cannot conquer these areas. when you conquer them, get +1 gold and remove the exploration token


Again a fun idea. The problem is that they only get four bonus VP. But it could be fixed by saying they may place 4 exploration tokens per turn in empty Regions.

Quote:

Warlords (4,9): areas get -2 defense if you can attack them from 2 different places, the two places cannot be adjacent. A minimum of 1 warlord token is still required.


If I understand them right if the Warlords Race owns two Regions adjacent to a third they may conquer the third Region for 2 less tokens. I like that idea it remind me of my idea for a Special Power; Flanking (4)
Flanking Race can conquer a Region for 1 less token for each surrounding Region they currently occupy. See https://boardgamegeek.com/thread/1929336/small-world-winter- wonder-world-fan-made-expansion

Quote:

Harpies (6,11): the area you attack does not have to be adjacent to you for you to attack it



Cool a race with flying as their special power. Simpel and a great Race for that idea Very Happy

Quote:

Mind Flayers (6,11): when you attack somebody, at the end of the turn use the race tokens that you defeated to attack something.



I think they could work but I think the problem could be that for the last attack they have to be accompanying by a Mind Flayer Race and what happens if they doesn't have any more free Race tokens?

Quote:

Hypnotists (5,10): you can attack areas that are protected by heroic tokens, dragon tokens, hole in the ground tokens, etc, you also ignore all bonuses to defense



I see a problem in their powers only comes into play if their are a token that give immunity and it will not be in every game and the Hypnotist doesn't get any bonus VP. So they are quit under powered.

Quote:

crusaders (6,11): you can attack areas with dragon or heroic tokens on them for -1 defense. if you beat the area, return the dragon or heroic token to the box.



Same problem as above I think.

Quote:

tricky (4)(need 3 trick tokens){trick tokens look like a 3 gold}: if you abandon an area, place a trick token there, if a player attacks it, put 3 of their race tokens in the box, then they get the gold



But why would any one want to attack the Region with trick tokens on it? They would know it just kill their tokens?

Quote:

doppelgangers (3,8): one per turn when somebody conquers an area, take 1 of your race tokens and claim the area



I think these would work but maybe give them more tokens in the end like 3/12. But on the other side in a five player game the would properly have all their tokens out in just two turn. They conquer three Regions and then get four new before their next turn. They could also be to over powered but I do like the idea and think it could work Very Happy

Nice ideas Joe, I hope you can use some of my comments Smile
      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Sat, 03 February 2018 13:39
Hello again, since the link I posted depicts the rules in French I am going to write them here in English.

Aliens wipe out a to-be-chosen race and get the VPs on it, at the beginning of each of their turns.

Centauresses : they get a -2 attack bonus for each Centauresse lost (once per Centauress lost).

Cryothropes can conquer Mountains with 2 less tokens than necessary.

Female Devils/Vixens : each time they are attacked they can immediatly attack another region with the dice and all the tokens in the attacked region ; if it's a failure they lose a race token as usual.

Witches/Sorceresses : they have to abandon a region when they redeploy.

Ogresses : Swamps and Forest cost one less race token to conquer.

Robots : they get the Plant token which they put in a region of their choice after the first turn of conquest, making it immune. For each pair of Robots redeployed in the plant they get a new Robot (15 max).

Sirens: they get one VP for every shore region occupied by an active race, that is adjacent to their own shore regions.

Sphinxes : each time a player wants to attack them a Sphinx region has to be chosen and then the player throws the dice. If it's blank the player cannot invade that region and has to put on of his/her race tokens in it. It cannot be used for conquer this turn but it is gotten back at the end of the turn of conquest.

Vampires : they cannot conquer regions with two or more race tokens in it.

Cartographers : +1 VP per kind of region you occupy.

Antiquarian : +1 VP per region when you are in decline (pretty obvious I think ^^).

Monomaniac : you get +3 VPs if you hold two kinds of regions at most.

Embalmer : similar to Sorcerers, you turn a lonely adjacent in-decline token into a VP and you get it at the end of your turn.

Pestiferous : all active regions adjacent to yours have to be emptied while redeploying.

Scout : all regions with one or no race token in it can be conquered with one less token than necessary.

Will : you can block a to-be-chosen combo and place it in first position at any time. It cannot be chosen by other players and they still have to pay to bypass it. The combo is yours when you decline and you play with it when the next turn begins.

Blacksmith : each time one of your regions gets attacked, you throw the dice and your opponent has to deploy as many extra tokens than necessary as the result of the dice.

Vulture : when you are in decline, each time anyone abandons a region adjacent to your Vulture race for any reason, you deploy one of your race tokens in this regions, taken from the stash.

Wrecker : when one of your regions is taken, your opponent cannot score any direct VP and cannot deploy special tokens in it, or generate any from it, until the end of his/her turn (after scoring).
      
JohanJakobsen
Member

Posts: 41
Registered:
December 2013
Re:Fan Creations - Races and Powers Sat, 03 February 2018 14:38
Hi blaxnlion,

Could you write how many tokens each race get? It would give me a better feeling about them Smile
      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Sat, 03 February 2018 20:01
JohanJakobsen wrote on Sat, 03 February 2018 14:38

Hi blaxnlion,

Could you write how many tokens each race get? It would give me a better feeling about them Smile


Hi, yeah, I could have written them down, but I subconsciously thought you would read the descriptions in English while checking the graphics and number of tokens in the link I posted above. Here it is again Wink

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

[Updated on: Sat, 03 February 2018 20:02]

      
JohanJakobsen
Member

Posts: 41
Registered:
December 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 12:55
Thanks blaxnlion for reposting the link, I didn't think about looking up the link Razz First and foremost nice job! I can see you put a lot of time in it and you have some greats ideas. I have giving my opinion on each of them. I hope you can use some of it!


Quote:

Aliens wipe out a to-be-chosen race and get the VPs on it, at the beginning of each of their turns.



Fun and original idea! Problems I can see is that you may run out of different races if you don't own a couple of expansions and that there power may be useless if there isn't any VP on the Racebanner in the Combo list.

Quote:

Centauresses : they get a -2 attack bonus for each Centauresse lost (once per Centauress lost).



I'm not sure I understand this correct. Is it that for every Centauresse token lost they get 2 bonus attack so if they have lost 5 tokens they have 10 bonus attack which means that they can take any Region for one token. Or is it that they have 2 bonus attack they can use once per lost token. So if they lose 5 tokens they can conquer 5 Region for 2 less tokens? I think the latest of the two powers are the most balanced and I think they need something to keep track of how many tokens they have lost.

Quote:

Cryothropes can conquer Mountains with 2 less tokens than necessary.



Simpel and fine.

Quote:

Female Devils/Vixens : each time they are attacked they can immediatly attack another region with the dice and all the tokens in the attacked region ; if it's a failure they lose a race token as usual.


Nice idea! I'm sure some won't like that they can attack in another players turn but I think it is quit cool power.

Quote:

Witches/Sorceresses : they have to abandon a region when they redeploy.



I think it is fine. Many tokens and a disadvantage but I would maybe give them one more token. My biggest complain is though that I find the race and power non-thematical.

Quote:

Ogresses : Swamps and Forest cost one less race token to conquer.



Simpel and fine. Their race power is like the special power Mounted just with different Regions.

Quote:

Robots : they get the Plant token which they put in a region of their choice after the first turn of conquest, making it immune. For each pair of Robots redeployed in the plant they get a new Robot (15 max).



Great idea! I find it balanced. They have to take into consideration if they leave their other occupied Region vulnerable if they want more tokens and risk losing a lot of Region or just get a couple of new tokens and keeping their Regions safe. But I think it is broken in a two player game. Just conquering one Region put all its tokens then wait a round and have 15 Robots to conquer everything Terminator style Wink

Sirens: they get one VP for every shore region occupied by an active race, that is adjacent to their own shore regions.

Quote:

Sphinxes : each time a player wants to attack them a Sphinx region has to be chosen and then the player throws the dice. If it's blank the player cannot invade that region and has to put on of his/her race tokens in it. It cannot be used for conquer this turn but it is gotten back at the end of the turn of conquest.



Good idea Smile But what happen is the dice hit a 1 pip, 2 pips or 3 pips is it easier for the attacker to get the region? And does the Region become immun to further attack this turn? And can the attacking player attack a new Sphinxes occupied Region if they fail their fist attack?

Quote:

Vampires : they cannot conquer regions with two or more race tokens in it.



Simpel and fine. Lot of tokens and a disadvantage. But again a little non-thematical. If their is a Vampire race I think that there should be some kind of turning an opponent token into a Vampire token. But then it would be kind of like the Vampire Special power from Small World: Underground. So what I am saying I don't want Vampire and Werewolf races because I really like that they are Special Powers because then all different kind of races can become Were or Vamp Smile

Quote:

Cartographers : +1 VP per kind of region you occupy.



I like this idea! I have seen it before and I think it works nicely.

Quote:

Antiquarian : +1 VP per region when you are in decline (pretty obvious I think ^^).



I have not seen this idea before but I like it a lot. I really like powers that works InDecline Very Happy

Quote:

Monomaniac : you get +3 VPs if you hold two kinds of regions at most.



Intersting! So trying to only occupy forrest and mountains as an example and then get 3 bonus VP, I like Smile

Quote:

Embalmer : similar to Sorcerers, you turn a lonely adjacent in-decline token into a VP and you get it at the end of your turn.



So nice I love this idea Very Happy But I think the coin should stay in the Region until someone conquering the Region. And it would still be good for the Embalmer Race because they get first try on conquering the Region Smile

Quote:

Pestiferous : all active regions adjacent to yours have to be emptied while redeploying.



Quit powerful but without direct giving the Pestiferous Race an advantage. It will be more indirect but it would be quit powerful. It works both defensive and offensive; it will be harder for another player to attack the Pestiferous Race because they have to reconquer their lost Region and if they don't there are an empty Region for the Pestiferous Race to conquer. I would lower the tokens for this Special Power to 3 to try to balance out the upsides of this power.

Quote:

Scout : all regions with one or no race token in it can be conquered with one less token than necessary.



Great power but I would say all empty and InDecline can be conquered for one less token and decrease the number of tokens to 4.

Quote:

Will : you can block a to-be-chosen combo and place it in first position at any time. It cannot be chosen by other players and they still have to pay to bypass it. The combo is yours when you decline and you play with it when the next turn begins.



Nice! I really like this one. Maybe it is a little to slow because it doesn't get you any advantages to start with but I like the idea of it!

Quote:

Blacksmith : each time one of your regions gets attacked, you throw the dice and your opponent has to deploy as many extra tokens than necessary as the result of the dice.



Again a really great idea Smile I think it would work. Just one question what happens if the opponent does have the tokens to conquer the Region is their turn then over and they start redeploying or may they attack another Region?

Quote:

Vulture : when you are in decline, each time anyone abandons a region adjacent to your Vulture race for any reason, you deploy one of your race tokens in this regions, taken from the stash.



Again I love InDecline powers! This seems to be strong in some cases and weak in other so it maybe work and have to see it in play I think Smile

Quote:

Wrecker : when one of your regions is taken, your opponent cannot score any direct VP and cannot deploy special tokens in it, or generate any from it, until the end of his/her turn (after scoring).


If I understand this power correctly it take away any reason to conquer any Wrecker Race occupied Region because they don't get any benefits from doing it? It is a little passive agressive for my liking but it may work. Again I would lower the number of token to maybe 4 else I think it is to over powered.

      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 14:41
JohanJakobsen wrote on Sun, 04 February 2018 12:55

Thanks blaxnlion for reposting the link, I didn't think about looking up the link Razz First and foremost nice job! I can see you put a lot of time in it and you have some greats ideas. I have giving my opinion on each of them. I hope you can use some of it!


Quote:

Aliens wipe out a to-be-chosen race and get the VPs on it, at the beginning of each of their turns.



Fun and original idea! Problems I can see is that you may run out of different races if you don't own a couple of expansions and that there power may be useless if there isn't any VP on the Racebanner in the Combo list.

Quote:

Centauresses : they get a -2 attack bonus for each Centauresse lost (once per Centauress lost).



I'm not sure I understand this correct. Is it that for every Centauresse token lost they get 2 bonus attack so if they have lost 5 tokens they have 10 bonus attack which means that they can take any Region for one token. Or is it that they have 2 bonus attack they can use once per lost token. So if they lose 5 tokens they can conquer 5 Region for 2 less tokens? I think the latest of the two powers are the most balanced and I think they need something to keep track of how many tokens they have lost.

Quote:

Cryothropes can conquer Mountains with 2 less tokens than necessary.



Simpel and fine.

Quote:

Female Devils/Vixens : each time they are attacked they can immediatly attack another region with the dice and all the tokens in the attacked region ; if it's a failure they lose a race token as usual.


Nice idea! I'm sure some won't like that they can attack in another players turn but I think it is quit cool power.

Quote:

Witches/Sorceresses : they have to abandon a region when they redeploy.



I think it is fine. Many tokens and a disadvantage but I would maybe give them one more token. My biggest complain is though that I find the race and power non-thematical.

Quote:

Ogresses : Swamps and Forest cost one less race token to conquer.



Simpel and fine. Their race power is like the special power Mounted just with different Regions.

Quote:

Robots : they get the Plant token which they put in a region of their choice after the first turn of conquest, making it immune. For each pair of Robots redeployed in the plant they get a new Robot (15 max).



Great idea! I find it balanced. They have to take into consideration if they leave their other occupied Region vulnerable if they want more tokens and risk losing a lot of Region or just get a couple of new tokens and keeping their Regions safe. But I think it is broken in a two player game. Just conquering one Region put all its tokens then wait a round and have 15 Robots to conquer everything Terminator style Wink

Sirens: they get one VP for every shore region occupied by an active race, that is adjacent to their own shore regions.

Quote:

Sphinxes : each time a player wants to attack them a Sphinx region has to be chosen and then the player throws the dice. If it's blank the player cannot invade that region and has to put on of his/her race tokens in it. It cannot be used for conquer this turn but it is gotten back at the end of the turn of conquest.



Good idea Smile But what happen is the dice hit a 1 pip, 2 pips or 3 pips is it easier for the attacker to get the region? And does the Region become immun to further attack this turn? And can the attacking player attack a new Sphinxes occupied Region if they fail their fist attack?

Quote:

Vampires : they cannot conquer regions with two or more race tokens in it.



Simpel and fine. Lot of tokens and a disadvantage. But again a little non-thematical. If their is a Vampire race I think that there should be some kind of turning an opponent token into a Vampire token. But then it would be kind of like the Vampire Special power from Small World: Underground. So what I am saying I don't want Vampire and Werewolf races because I really like that they are Special Powers because then all different kind of races can become Were or Vamp Smile

Quote:

Cartographers : +1 VP per kind of region you occupy.



I like this idea! I have seen it before and I think it works nicely.

Quote:

Antiquarian : +1 VP per region when you are in decline (pretty obvious I think ^^).



I have not seen this idea before but I like it a lot. I really like powers that works InDecline Very Happy

Quote:

Monomaniac : you get +3 VPs if you hold two kinds of regions at most.



Intersting! So trying to only occupy forrest and mountains as an example and then get 3 bonus VP, I like Smile

Quote:

Embalmer : similar to Sorcerers, you turn a lonely adjacent in-decline token into a VP and you get it at the end of your turn.



So nice I love this idea Very Happy But I think the coin should stay in the Region until someone conquering the Region. And it would still be good for the Embalmer Race because they get first try on conquering the Region Smile

Quote:

Pestiferous : all active regions adjacent to yours have to be emptied while redeploying.



Quit powerful but without direct giving the Pestiferous Race an advantage. It will be more indirect but it would be quit powerful. It works both defensive and offensive; it will be harder for another player to attack the Pestiferous Race because they have to reconquer their lost Region and if they don't there are an empty Region for the Pestiferous Race to conquer. I would lower the tokens for this Special Power to 3 to try to balance out the upsides of this power.

Quote:

Scout : all regions with one or no race token in it can be conquered with one less token than necessary.



Great power but I would say all empty and InDecline can be conquered for one less token and decrease the number of tokens to 4.

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Will : you can block a to-be-chosen combo and place it in first position at any time. It cannot be chosen by other players and they still have to pay to bypass it. The combo is yours when you decline and you play with it when the next turn begins.



Nice! I really like this one. Maybe it is a little to slow because it doesn't get you any advantages to start with but I like the idea of it!

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Blacksmith : each time one of your regions gets attacked, you throw the dice and your opponent has to deploy as many extra tokens than necessary as the result of the dice.



Again a really great idea Smile I think it would work. Just one question what happens if the opponent does have the tokens to conquer the Region is their turn then over and they start redeploying or may they attack another Region?

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Vulture : when you are in decline, each time anyone abandons a region adjacent to your Vulture race for any reason, you deploy one of your race tokens in this regions, taken from the stash.



Again I love InDecline powers! This seems to be strong in some cases and weak in other so it maybe work and have to see it in play I think Smile

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Wrecker : when one of your regions is taken, your opponent cannot score any direct VP and cannot deploy special tokens in it, or generate any from it, until the end of his/her turn (after scoring).


If I understand this power correctly it take away any reason to conquer any Wrecker Race occupied Region because they don't get any benefits from doing it? It is a little passive agressive for my liking but it may work. Again I would lower the number of token to maybe 4 else I think it is to over powered.




Thanks for your feedback ! Now some precisions :

The point of Aliens is not only to gain VPs, it's also to wipe out a threatening combo that a player might be about to choose.

Centauresses' power is indeed the second option. To keep track, I state in the rules to simply keep the race token you should lose on their race banner.

The thematic of Sorceresses is that they "vanish" like a magic trick. I wanted to call them Magicians at first (with the black and white wand and the top-hat, but I instead decided for a female race, because there are two few in the game.

I've been doubting about Robots lately, especially if you have them in a two-player stand. I think I will impose a rule that the max amount of Robots you can have is 10+number of players (so 12 for two players). I wanted to call them Gargoyles at first but I couldn't find a satisfactory design on the Internet, and their immunity token would have been the "Great Marble Token".

For Sphinxes, getting a 1, 2 or 3 doesn't make a difference, it simply allows you to conquer the region you chose normally. If the player gets a blank side, he/she loses a race token for this turn but can conquer other Sphinxes regions normally.

For Vampires, I tried to find a simple power for them for a long time but none of them were satisfactory. I imagined for instance a night/day advantage-then-disadvantage power, like getting a Vampire token for every non-empty region they conquer during even turns and losing a Vampire token in each conquest during uneven turns. I finally decided this power to hint that Vampires attack their victims when they are isolated and do not dare attack regions with a lot of people in it.

I don't know if I should have given Embalmer a 5 or a 4. It's quite powerful, you can get up to 5 (or even 6 if you attack your own in-decline regions) VPs, so I thought that imposing that you can't conquer the regions you embalmed would fit, like with Gypsies.

I think 5 is balanced for Pestiferous. I mean, it is not defensive at all, the loss of a token in the Pestiferous side, is more severe than simply abandonning the region your opponent conquered to make you lose a token. It's dissuasive rather than defensive, and certainly not offensive, since it allows Pestiferous to conquer a few regions like they are empty, that's all.

Your idea of Scout sounds too much like Goblins, but thanks for the idea. And it cannot be given a 4, since Commando allows you to conquer all regions with one less token, and gives you a 4.

I think Wrecker is balanced. Compare with Corrupt : with it not only the opponent loses a VP (so it's like the regions he took from the Corrupt race is not worth anything) but the VP goes to the Corrupt race ! Whereas Wrecker only makes the opponent lose a VP. I thought this wasn't interesting enough, so I added the wrecking of any way to generate tokens like fireballs or Snow globes.
      
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