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Polo123
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New races and ability - are they OK? Tue, 23 January 2018 20:11
RACES

Gins (7/12): During each turn you can give a single Gin token to one or more of your enemies. In this turn you may conquer his/their Regions with 1 less Gin token than normal. A minimum of 1 Gin token is still required. Before redeploying troops at the end of your turn take Gin tokens back.

Ones (4/9 or 5/10): Ones can't attack active races and any active race can't attack regions occupied by Ones.

Gnolls (10/15): At the end of each turn discard one of your Gnoll tokens.

Dyads (7/12): Your opponents can't use a bone to conquer Dryads regions.

Bugbears (6/11 or 7/12): When Bugbears abandon the region take ruins token from the storage tray and place it in that Region - it stays immune until your next turn. At the beginning of your next turn you have to put it back into the storage tray.

Unicorns (7/12): When you choose Unicorns take the same number of Unicorns' horns and keep it in front of you. Each time when you are going to lose Unicorn tokens discard one Unicorn’s horn, instead of each Unicorn’s token. During your turn you may conquer with only the same or less number of Unicorn’s tokens, than the number of your horns decreased by the number of Regions occupied by Unicorns.

Spectrums (4/9): Each time when Region occupied by Spectrums is conquered, the attacker (including Elves) loses one token, too.

ABILITIES


Griffins’ Breeders (4): You get six Griffins tokens, which you can use as your second active race (without any abilities), but you don't collect any Victory coins for the Regions occupied by them. You can’t mix your Griffins tokens with your main active race tokens. Any ability, which concerns active races does not affect Griffins.



      
blaxnlion
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Re:New races and ability - are they OK? Wed, 24 January 2018 01:57
Hi ! Always delighted by new proposals. Let's see what we've got here.

Quote:

Gins (7/12): During each turn you can give a single Gin token to one or more of your enemies. In this turn you may conquer his/their Regions with 1 less Gin token than normal. A minimum of 1 Gin token is still required. Before redeploying troops at the end of your turn take Gin tokens back.


I don't quite understand the point of this one. The enemy places a Gin token in one of his regions to increase the defense and this region can be conquered with one less token than necessary ? Maybe I missed something, but what's the point ? Not giving a token and conquering the region normally is the same then, since the bonus attack is nullified by the extra Gin token in it. And you lose a token for your turn of conquest per opponent... In other words, it is useless, way below Ratmen who are 8 and not 7.

If the power was about conquering the region with a Gin token in it as if it was empty, why not. Or even better : you can place one Gin in a region of each opponent. This region is a bonus VP for you AND for the opponent. Something like this...

Quote:

Ones (4/9 or 5/10): Ones can't attack active races and any active race can't attack regions occupied by Ones.


Wow, this one is harsh... but actually a good idea, maybe too extreme. I think it would soon turn rather at the Ones' disadvantage. The opponent corners them somewhere on the map and carry on in another direction. Besides, this race makes special powers like Corrupt useless.

Quote:

Gnolls (10/15): At the end of each turn discard one of your Gnoll tokens.


Simple yet cool. I had a similar idea, actually, but never wrote it down. I think 10 is the right number. Or maybe 11.

Quote:

Dyads (7/12): Your opponents can't use a bone to conquer Dryads regions.


You meant a bonus of attack right ? Why not but it might be a little too specific.

Quote:

Bugbears (6/11 or 7/12): When Bugbears abandon the region take ruins token from the storage tray and place it in that Region - it stays immune until your next turn. At the beginning of your next turn you have to put it back into the storage tray.


How many Ruins tokens do you get ? This is quite a good idea if you have at least two.

Quote:

Unicorns (7/12): When you choose Unicorns take the same number of Unicorns' horns and keep it in front of you. Each time when you are going to lose Unicorn tokens discard one Unicorn’s horn, instead of each Unicorn’s token. During your turn you may conquer with only the same or less number of Unicorn’s tokens, than the number of your horns decreased by the number of Regions occupied by Unicorns.


Not sure I got this one...

Quote:

Spectrums (4/9): Each time when Region occupied by Spectrums is conquered, the attacker (including Elves) loses one token, too.


This one's harsh too, but I like it ! But maybe 4 is a little too underpowered, I don't know... I'll make the calculations later.


Quote:

Griffins’ Breeders (4): You get six Griffins tokens, which you can use as your second active race (without any abilities), but you don't collect any Victory coins for the Regions occupied by them. You can’t mix your Griffins tokens with your main active race tokens. Any ability, which concerns active races does not affect Griffins.


Six Griffins might be too much, but I like the idea Smile

[Updated on: Wed, 24 January 2018 02:02]

      
Polo123
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Re:New races and ability - are they OK? Wed, 24 January 2018 08:01
Thank for your comments Smile
I will try to correct it.
      
Polo123
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Re:New races and ability - are they OK? Fri, 26 January 2018 21:19
Hi,
Thanks once again for your comments. Here are corrected descriptions of some of my races. I hope that now it will be more precise.

Unicorns (7/12): When you choose Unicorns take the same number of Unicorns' horns (e.g. you take 11 Unicorn tokens and 11 Unicorns’ horns) and keep it in front of you. Each time when you are going to lose Unicorn token discard one Unicorn’s horn, instead of it.
During your turn: Number of conquering tokens = Number of Unicorns’ horns – Number of Occupied regions (by Unicorns). E.g. you have 8 Unicorn tokens, 6 Unicorns’ horns and you occupy 4 regions – then you can attack with the maximum of 2 Unicorn tokens (6 – 4 = 2).

Bugbears (6/11): When Bugbears abandon the region take Ruin token (taken from the storage tray) – one for each abandoned region (it quite is similar to Gypsies, but instead of Victory coin there are Ruin tokens) - and place it in that Region - it stays immune until your next turn. At the beginning of your next turn you have to put it back into the storage tray.

Answering you question: you can have the maximum number of 11 Ruin token, but only theoretically – in fact it is very difficult and improbable to occupy 11 regions (and the abandon all of them) with 11 Bugbear tokens

Gins (7/12): During each turn you can give a single Gin token to one or more of your enemies (they put it in front of them and they don’t put in any Region). In this turn you may conquer any of his/their Regions with 1 less Gin token than normal (for each Region). A minimum of 1 Gin token is still required. Before redeploying troops at the end of your turn take Gin tokens (given to your enemies at the beginning of your turn) back (so they can be used for redeploying your troops).

I hope that now my description is more precise and you understand my point now? Is it OK?

      
blaxnlion
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Re:New races and ability - are they OK? Fri, 26 January 2018 22:24
player3062203 wrote on Fri, 26 January 2018 21:19

Hi,
Thanks once again for your comments. Here are corrected descriptions of some of my races. I hope that now it will be more precise.

Unicorns (7/12): When you choose Unicorns take the same number of Unicorns' horns (e.g. you take 11 Unicorn tokens and 11 Unicorns’ horns) and keep it in front of you. Each time when you are going to lose Unicorn token discard one Unicorn’s horn, instead of it.
During your turn: Number of conquering tokens = Number of Unicorns’ horns – Number of Occupied regions (by Unicorns). E.g. you have 8 Unicorn tokens, 6 Unicorns’ horns and you occupy 4 regions – then you can attack with the maximum of 2 Unicorn tokens (6 – 4 = 2).

Bugbears (6/11): When Bugbears abandon the region take Ruin token (taken from the storage tray) – one for each abandoned region (it quite is similar to Gypsies, but instead of Victory coin there are Ruin tokens) - and place it in that Region - it stays immune until your next turn. At the beginning of your next turn you have to put it back into the storage tray.

Answering you question: you can have the maximum number of 11 Ruin token, but only theoretically – in fact it is very difficult and improbable to occupy 11 regions (and the abandon all of them) with 11 Bugbear tokens

Gins (7/12): During each turn you can give a single Gin token to one or more of your enemies (they put it in front of them and they don’t put in any Region). In this turn you may conquer any of his/their Regions with 1 less Gin token than normal (for each Region). A minimum of 1 Gin token is still required. Before redeploying troops at the end of your turn take Gin tokens (given to your enemies at the beginning of your turn) back (so they can be used for redeploying your troops).

I hope that now my description is more precise and you understand my point now? Is it OK?




Hi again,

Unicorns might be underpowered. I might give them 8. Compare with Ratmen : no advantage, no disadvantage. Your Unicorns have an advantage (saving Unicorn tokens by discarding Unicorn Horns) but then the conquering limitation can quickly become VERY constraining.

I like Bugbears. I can't believe I've never thought about this idea of power. Are the Ruin tokens a one-shot kind ? Or can you reuse them all after putting them back in the tray ? The only thing is, I don't know if 6 is good, too little or too much.

Gins is delicate to use but I like it as well.
      
Polo123
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Re:New races and ability - are they OK? Sun, 28 January 2018 19:40
Hi,

Regarding Bugbears, Ruin tokens are reusable. I hope it is good idea.

Regarding Unicorns - I have to think over you suggestion…
1. Conquering Unicorns don’t have any advantage over a normal (mortal) Race.
2. Their advantage is a defense (due to their Unicorn horns).

Regarding conquering Unicorns – it is maybe a bit complicated, but my idea was that they shouldn’t have any advantage during attack (only for defense!).

Therefore I invented this (maybe a bit confusing) system of counting the number of conquering Unicorns:
Number of conquering tokens = Number of Unicorns’ horns (actually possessed) – Number of Occupied regions (by Unicorns).
      
blaxnlion
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Re:New races and ability - are they OK? Sun, 28 January 2018 21:29
OK Smile Could you have a look at those ? Those are my creations. They are in French so if you have trouble understanding just ask.
      
Polo123
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Re:New races and ability - are they OK? Sun, 28 January 2018 21:40
Thank you.
I will look at them soon
Bye for now.
      
Polo123
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Re:New races and ability - are they OK? Sun, 28 January 2018 21:50
Can you give me a link to your races and powers.

Thank you Smile

[Updated on: Sun, 28 January 2018 21:50]

      
blaxnlion
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Re:New races and ability - are they OK? Sun, 28 January 2018 22:07
Polo123 wrote on Sun, 28 January 2018 21:50

Can you give me a link to your races and powers.

Thank you Smile


Sorry, I forgot to post it. It's in another thread but I'll post it here.

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

[Updated on: Sun, 28 January 2018 22:17]

      
Polo123
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Re:New races and ability - are they OK? Sun, 28 January 2018 22:19
Thank
I will answer soon
      
Polo123
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Re:New races and ability - are they OK? Tue, 30 January 2018 21:10
Hi,
I don’t speak French so it is difficult for me to understand all your Races and Abilities, but I think that I understood some of them (Cryotropes, Ogrnesses, Sirenes, Cartographes and maybe Sphinx).
I also saw your posts on a forum (Mythological Set - seeking feedback on my race/power ideas) and I read there about Furies – are the same as Aliens (or similar to them)?

Aliens (if they are the same as Furies): I think that this is an unusual race, but I like it. I am not sure if they are well balanced, because during some turns they may get no VPs. I think their ability is quite radical and it a little against basic rules of SW, but I still like it.

Cyothropes: simple, but effective. I’m afraid that they may be too weak. I think that they focus too much on conquering mountains and it could be not enough. However, I will try to test it during the game.

Orgnesses
: their Race powers are similar that of Mounted, but they are related to different regions. I like that it is Race, not a special ability – it is good idea.

Sirenes: does the Sirenes region has to be next to the water to get VP? Anyway, I would give them 5 (instead of 6).

Cartographes: I think it is well balanced Ability. This idea is so good that it could be in a basic SW.

Are Sphinx same as Sphinxes from Mythological Set…? I think they are very powerful and no one will try to attack them – I don’t like abilities which rely on die (I just don’t like randomness), but that’s my personal opinion. And I am not sure if taking 2 tokens from Kobolds is fair?

By the way, I was very impressed by your graphics!

Unfortunately I don’t understand the rest of your Races and Abilities… Can I find them anywhere in English…?...
      
blaxnlion
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Re:New races and ability - are they OK? Tue, 30 January 2018 21:35
No graphic is mine. Either it's the graphics from an already existing creation for which I changed the racial power, or simply a graphics found on the Internet that I liked.

Just for you, I'll translate.

Aliens do wipe out a to-be-chosen race and get the VPs on it. The point is not only to have VPs, but maybe to wipe out a threatening race instead.

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

Cryothropes are balanced, I think. Compare to mounted : -1 on two kinds of regions, which is pretty much the same as -2 on one kind. If they focus on Mountains, it's no big deal, they'll have easy VPs that way even if they don't attack other races.

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

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

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.

Sirens: they have to be on a coastal region indeed, and the active race they get a VP from as well (the VP is taken from the stash, not the race).

Sphinxes : it's just like you said.

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 (you are not going to like it either) : each time one of your regions gets attacked, your opponent has to throw the dice and deply 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.
      
Polo123
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Re:New races and ability - are they OK? Tue, 30 January 2018 21:45
Thank you very much.
I'll try to answer soon .
      
Polo123
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Re:New races and ability - are they OK? Thu, 01 February 2018 20:04
Sorry I'm very busy now - I will answer you this weekend.
      
JohanJakobsen
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Re:New races and ability - are they OK? Sun, 04 February 2018 12:58
Hi Polo123,

I hope to give my opinion on your ideas today or tomorrow Smile Just to let you know Wink
      
Polo123
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Re:New races and ability - are they OK? Sun, 04 February 2018 18:46
Aliens : I understand what you mean, but I think that their power is very different from other Races. I am not sure if it is good idea, but I am not 100% convinced.

Centauresses : I like this idea very much.


Cryothropes : I am not convinced. In my opinion -2 for 1 region gives you worse opportunity than -1 for 2 regions.

Vixens : It is one of my favorite Races! They are balanced, but maybe they should lose one token when they manage to conquer region? Compare them to Pygmies – they also have 6 basic tokens, but they don’t conquer regions.

Witches/Sorceresses : They are also good; I like their ability.

Robots : They could be interesting. Can you give the maximum number of their tokens?


Vampires : It is very good Race! Although, I thing is quite east to stop them, especially when you have numerous Race.


Antiquarian : Simple, but appropriate. And I think that 3 is a good number. But when they are combined with Priestesses – it theoretically excludes them.

Monomaniac : I am afraid this ability may be too weak, but when you have Race with small population it could work well.

Embalmer : Good idea. Does it work also with Lost Tribes? I think they are balanced; did you think about making a Race out of them?

Pestiferous :
It’s very good. I’m only afraid that if you have numerous race you may easily dominate whole board.

Scout : I’m not too convinced… You cannot balance them well. Compare first with Goblins (they have 6 - about 5 for abilities; their power is weaker then Scouts) and then with Commando, who have 4 tokens.

Will : It’s OK, but very different from basic rules.

Blacksmith : You were right Smile
However if someone likes randomness it could be interesting for him. Anyway, I would give 4 tokens,the same number as Berserker.

Vulture :
Great idea! Fresh and innovative.

Wrecker : It is the last ability on my list… Anyway, I would give them 4 or 3 tokens.

      
blaxnlion
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Re:New races and ability - are they OK? Mon, 05 February 2018 11:52
Polo123 wrote on Sun, 04 February 2018 18:46

Aliens : I understand what you mean, but I think that their power is very different from other Races. I am not sure if it is good idea, but I am not 100% convinced.

Centauresses : I like this idea very much.


Cryothropes : I am not convinced. In my opinion -2 for 1 region gives you worse opportunity than -1 for 2 regions.

Vixens : It is one of my favorite Races! They are balanced, but maybe they should lose one token when they manage to conquer region? Compare them to Pygmies – they also have 6 basic tokens, but they don’t conquer regions.

Witches/Sorceresses : They are also good; I like their ability.

Robots : They could be interesting. Can you give the maximum number of their tokens?


Vampires : It is very good Race! Although, I thing is quite east to stop them, especially when you have numerous Race.


Antiquarian : Simple, but appropriate. And I think that 3 is a good number. But when they are combined with Priestesses – it theoretically excludes them.

Monomaniac : I am afraid this ability may be too weak, but when you have Race with small population it could work well.

Embalmer : Good idea. Does it work also with Lost Tribes? I think they are balanced; did you think about making a Race out of them?

Pestiferous :
It’s very good. I’m only afraid that if you have numerous race you may easily dominate whole board.

Scout : I’m not too convinced… You cannot balance them well. Compare first with Goblins (they have 6 - about 5 for abilities; their power is weaker then Scouts) and then with Commando, who have 4 tokens.

Will : It’s OK, but very different from basic rules.

Blacksmith : You were right Smile
However if someone likes randomness it could be interesting for him. Anyway, I would give 4 tokens,the same number as Berserker.

Vulture :
Great idea! Fresh and innovative.

Wrecker : It is the last ability on my list… Anyway, I would give them 4 or 3 tokens.




About Cryothropes, I realized there are more Mountains on the board than any other kind of regions. And if you think it gives worse opportunities, it also gives you chances to conquer three or even four Mountains in the very first turn, making it a -6 or -8 attack bonus where Amazones have only 4.

About Vixens : now that I think about it, they might be more powerful than Pygmies... at first, if they have a region conquered and there were a lot of tokens in it. But the more you spread, the less tokens it is to use for a conquest, even with the dice. So they will lose more tokens in the regular way near the end than the beginning, making them progressively weaker.

Robots are 15 in number in total. But I think of lowering this number, it might be too high.

Vampires : yeah, I saw a turn where Vampires only had 4 regions and they were absolutely cornered... But that happens rarely, they will almost always find a region where to go for conquest.

Antiquarian Priestesses obviously score two VPs for each Priestess in their tower instead of one ^^

Monomaniac is not weak, it sets an interesting mechanism of abandonning regions, just like Gypsies. On your first turn it's easy to conquer two kinds of regions only. On your second turn and so on, you can abandon one kind of region and conquer another kind from the regions of the kind you kept, to keep the bonus. If any power granting 3 VPs under constraint seems weaker to me it's Barricade.

Embalmer : just like for Goblins Lost Tribes count as a race in decline, so you may transform one of their tokens into a VP per turn.

Scout : I've already made the comparisons. It should certainly not be given a 4, because it would be weaker than Commando ; and I get what you mean about Goblins, but remember there are a couple of races who occupy regions in decline with more than one token.

Blacksmith should be given a 5, not a 4. The defensive equivalent of an offensive power is balanced only if it gets one more race token, or if it stays in Decline. Compare with Trolls, who have a 5 for one bonus defense per region even in decline. Blacksmith should hava had a 4 only if it applied in decline as well, but it doesn't, so I gave them a 5.

Wrecker at 4 (and therefore at 3) would be too weak, compare with Corrupt. The regions an opponent takes from you are then like they don't give him/her any VP, but then you also get a bonus VP. Not with Wrecker. The fact that there are some powers like Humans or Hill which decrease the value of certain regions by 2, or that you can't generate tokens with powers like the Ice Witches, is too specific to compenste, that's why I gave them a 5.

Thanks for your feedback !
      
JohanJakobsen
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Re:New races and ability - are they OK? Mon, 05 February 2018 19:04
RACES

Quote:

Gins (7/12): During each turn you can give a single Gin token to one or more of your enemies (they put it in front of them and they don’t put in any Region). In this turn you may conquer any of his/their Regions with 1 less Gin token than normal (for each Region). A minimum of 1 Gin token is still required. Before redeploying troops at the end of your turn take Gin tokens (given to your enemies at the beginning of your turn) back (so they can be used for redeploying your troops).



I like this idea Smile It works in some way like the Vengeful Special Power from Small World: Underground. And it places well with the theme of Gins that are evil spirits in Islamic Religion.

Quote:

Ones (4/9 or 5/10): Ones can't attack active races and any active race can't attack regions occupied by Ones.



Hmm, this is a tricky one. (Pun intended) It is immune when it is active except from Gauls. That is really powerful! You could be lucky to corner it as blaxnlion say but that is hard for most player I think. I would say it is too over powered maybe lower the number of tokens to 3/8.

Quote:

Gnolls (10/15): At the end of each turn discard one of your Gnoll tokens.



I like this power. I got it for my Alfs. I just said 11/16 tokens which I think is more balanced but I could be wrong Smile

Quote:

Dyads (7/12): Your opponents can't use a bone to conquer Dryads regions.



If I understand this correctly, your Dyads are like the Gnomes from Small World: Underground where other races racial and special power can't be used against the Dyads or Gnomes. So if I understand correctly the two races are
completely identical except your Dyads have one more token than the Gnomes Smile

Quote:

Bugbears (6/11): When Bugbears abandon the region take Ruin token (taken from the storage tray) – one for each abandoned region (it quite is similar to Gypsies, but instead of Victory coin there are Ruin tokens) - and place it in that Region - it stays immune until your next turn. At the beginning of your next turn you have to put it back into the storage tray.



Fun idea. But I don't see how it helps the Bugbears scoring Victory coins. I can see it becomes more difficult for all players to score points because the ruins makes Small World even smaller Smile But again I could be wrong and there are something a can't see Smile

Quote:

Unicorns (7/12): When you choose Unicorns take the same number of Unicorns' horns (e.g. you take 11 Unicorn tokens and 11 Unicorns’ horns) and keep it in front of you. Each time when you are going to lose Unicorn token discard one Unicorn’s horn, instead of it.
During your turn: Number of conquering tokens = Number of Unicorns’ horns – Number of Occupied regions (by Unicorns). E.g. you have 8 Unicorn tokens, 6 Unicorns’ horns and you occupy 4 regions – then you can attack with the maximum of 2 Unicorn tokens (6 – 4 = 2).



Strong defensive race but I think you have to tweak it so it becomes more easy for them to get new territories or giving them bonus Victory coins for something. I personally like complicated but this may be a bit too complicated as you mention yourself Smile

Quote:

Spectrums (4/9): Each time when Region occupied by Spectrums is conquered, the attacker (including Elves) loses one token, too.



This one is really punishing for the attacker. I would lower the risk of losing tokens for the opponent. Like roll the dice or maybe have a different backside to the Spectrums so 2/3 looked angre and the opponent lose a token and the others looking relief and the opponent don't lose a token.

ABILITIES

Quote:

Griffins’ Breeders (4): You get six Griffins tokens, which you can use as your second active race (without any abilities), but you don't collect any Victory coins for the Regions occupied by them. You can’t mix your Griffins tokens with your main active race tokens. Any ability, which concerns active races does not affect Griffins.



I really like the idea too Smile But I think it is to strong with 6 tokens. Maybe say they can't mix and let you Griffins getting Victory coins for the Regions they occupies. It is still a let down that they lose the Regions when the race goes In Decline and the Griffins are removed from the board Smile

Thanks for sharing and I hope my comments were helpful Smile
      
    
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