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JohanJakobsen
Member

Posts: 41
Registered:
December 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 17:28
Quote:

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.



Sure no problem Smile

I complete agree there are too few female races! In my fan-made expansion I think half of my new races are females Smile But I think Magicians could be female without a problem. Maybe their vanishing act could be when an opponent try to conquer one of their Regions they could take the Magicians away and redeploy them at once without loosing a token? Just an idea Smile

I like the robots idea especially because you also have aliens it works together. An other idea could be to call them Automatons it gives them are more steampunk feeling I think would be great for Small World.
For gargoyles have you seen this design at BGG?:https://boardgamegeek.com/image/684411/small-world-community s-compendium-ii-fan-expansion

I see your point for the Aliens, Centauresses and Sphinxes! Still not a fan of Vampire but the design of it is so good and in total spirit of Small World, I have it myself as a fan made race. Totally stolen from ternvall; https://ternvall.deviantart.com/art/Smallworld-race-Vampires -180493991 But I rarely play with it because I like the idea of vamp-something as a Special Power. But to each his own Smile

I see you points on Wrecker and Embalmer. And you are right Scout feel a little to much as Goblins with my comments and your are also right it should have 5 tokens Smile

Pestiferous does it lose a token? Or have a misunderstand something? But in any regards I think it is the best idea I have seen for a plague hit race Smile
      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 17:38
Pestiferous loses a token like any other combo (except Elves).

I had a similar idea with Witches as the one you thought about for Sorceresses. They would have been 7 and allowed to immediatly redeploy all the tokens from one region (except the one they lose) between each opponent's conquest.

I had started using the design of Gargoyles you posted but I gave up, because I found them a little too depressing and I didn't like their symbol and I could not find a Gargoyle head to replace it ; I couldn't find the drawing of a marble block either. So I turned back to Robots although I had given up the idea for Gargoyles, because they didn't fit the "medieval design" of the game. But afterwards I said who cares...

Have you posted your ideas here ? Do you have some design/graphics ? or on BGG ?
      
JohanJakobsen
Member

Posts: 41
Registered:
December 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 18:51

Quote:

I had a similar idea with Witches as the one you thought about for Sorceresses. They would have been 7 and allowed to immediatly redeploy all the tokens from one region (except the one they lose) between each opponent's conquest.



You know what they say, great minds think alike Razz But I think your idea may be more balanced because they still loses a token Smile

Quote:

I had started using the design of Gargoyles you posted but I gave up, because I found them a little too depressing and I didn't like their symbol and I could not find a Gargoyle head to replace it ; I couldn't find the drawing of a marble block either. So I turned back to Robots although I had given up the idea for Gargoyles, because they didn't fit the "medieval design" of the game. But afterwards I said who cares...



Yeah Gargoyles fit a little better Days of Wonders medieval design for Small World but they don't always stick to it themself. Skeleton have cowboy hat and the Escargots from Sky Islands have a Hawaii shirt so it okay to break it once in a while Wink


Quote:

Have you posted your ideas here ? Do you have some design/graphics ? or on BGG ?



Yeah, I have both places
https://boardgamegeek.com/thread/1929336/small-world-winter- wonder-world-fan-made-expansion
and
https://www.daysofwonder.com/en/msg/?th=37296&start=0

I would love you to give them a look and a comment Smile And if you want maybe repost your comment both places I hope more people will see it and comment I spent a lot of time on it Smile
I don't have any design though but when people have comment on the idea I have a friend I hope to convince to do the design Wink
      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 19:06
Yeah, that's what I meant, you don't have designs for your ideas yet... Pity ^^
      
JohanJakobsen
Member

Posts: 41
Registered:
December 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 19:16
blaxnlion wrote on Sun, 04 February 2018 19:06

Yeah, that's what I meant, you don't have designs for your ideas yet... Pity ^^


Yes pity, but sadly I do not own that skillset :/
      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 04 February 2018 19:49
Me neither. I just did the whole stuff with Paint and a few pictures I found on the Internet.
      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Thu, 05 April 2018 12:51
Hello players,

I had already posted my creations in a separate topic, but only the rules, so I am doing it again with all the downloadable and printable content here. Please note that it's in French, and that some elements might need resizing.

First the rules (in French) :

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

I'll give an English description of the race powers and special powers for each content I post :

- Aliens (6) : https://drive.google.com/file/d/1gZVD416vM_oo4g0mQMmWQ70Vnuj kJRtv/view?usp=sharing

At the beginning of each of their turns, they can replace a combo which hasn't been chosen yet under the pile, and get the VPs on it (except the Will combo, see below).

- Centauresses (7) : https://drive.google.com/file/d/1e37oe2xU_zNv17aYGXg2ORtQVF3 YT0iK/view?usp=sharing

Each time one of their regions is conquered, keep the Centauress you should lose on your tile. You can spend each Centauress token to decrease the cost of an attack by two.

- Cryothropes (6) : https://drive.google.com/file/d/14WsbYTfE5gqnQnZqjM1XJpDvHYe _z6u8/view?usp=sharing

They can conquer Mountains with two fewer tokens than necessary.

- She-devils (6) : https://drive.google.com/file/d/1UlNszJyb2pjsoWWv_TTCMh1Pw7W tj99p/view?usp=sharing

Each time they are conquered, they have to take all the She-devils from that region in hand and immediately use them for an unique conquest with the reinforcement die on any region except the conqueror's regions. If they fail they use a She-devil token as usual.

- Magicians (9) : https://drive.google.com/file/d/18i8n5HULVr7C2wcRGfNv1poBBXS TIsVp/view?usp=sharing

During redeployment they have to abandon a region.

- Ogresses (6) : https://drive.google.com/file/d/1Te8W63XEvNJt34DdLGCe6WQXmQm vinP6/view?usp=sharing

They can conquer Forests and Swamps with one fewer token than usual.

- Robots (5) : https://drive.google.com/file/d/1ySpAaXkMym6ifRIxYvx8u7Dz_Zz BlMEt/view?usp=sharing

They get the Plant token, which they redeploy at the end of their first turn of conquest, making it immune for the rest of the game until decline. For each pair or Robots redeployed in the Plant, they get a new Robot token next turn (max 15).

- Sirens (6) : https://drive.google.com/file/d/1oU0Vbw_3E1_n3QRqwARXbUqJxgt 0acnW/view?usp=sharing

They earn one extra VP for each coastal ennemy active region which is adjacent to the regions they occupy, adjacent to the SAME shore.

- Sphinxes (6) : https://drive.google.com/file/d/1VP4l5SDr5TwzJsy5W7YL0suJVlV K0xve/view?usp=sharing

If an ennemy wants to conquer one of their regions, he/she has to toss the die first. A non-blank face allows the conquest to happen as usual, but a blank face cancels the conquest : the targetted region cannot be conquered and the ennemy has to leave one of his/her race tokens in said region. It is gotten back at the end of his/her turn of conquest.

- Vampires (9) : https://drive.google.com/file/d/1M073JYZGe46iWednvsAwMbo2zpz e0g58/view?usp=sharing

They cannot conquer regions with two or more race tokens in it.

- Powers : [url=https://drive.google.com/file/d/1dnZp6jXmlMDcudEaG5lRAqdQRCj AIdVu/view?usp=sharing[/url]

- Cartographer (3) : each kind of region you occupy is worth one bonus VP.
- Will (5) : at any time when you are active, you can block a to-be-chosen combo. It is placed on the top, no other player can choose it and they still have to pay to pass it. When it's time to pick up a new combo, you pick this one and place it in front of you and start playing as usual.
- Antiquary (3) : when in decline all of your regions are worth one bonus VP. An Ivory Tower is worth double.
- Monomaniac (4) : get 3 bonus VP at the end of each of your turn if you occupy two kinds of regions at most.
- Scout (5) : regions with one or no race token in it can be conquered with one fewer race token.
- Blacksmith (5) : each time a player wants to conquer one of your regions, he/she says which region is attacked tosses the die and use as many more race tokens than necessary as the result of the die. If said action leaves him/her with not enough race tokens to attack the chosen region, it becomes a last conquest and can use the die for reinforcement.
- Embalming (4) : once per in-decline race and per turn, you can turn an adjacent lonely race token into a VP. The region cannot be conquered but the VP is yours at the end of your turn. This is not a conquest !
- Vulture (5) : when in decline, each time a region adjacent to your Vulture race is abandonned, no matter what the reason is, you can deploy a new race token there, taken from the storage tray.
- Pestiferous (5) : players adjacent to your regions at the end of their turn of conquest have to abandon those regions during redeploying.
- Wrecker (5) : when a player conquers one of your regions, this region is not worth anything until after they score and loses its kind ; they cannot use it to spawn new race or special tokens and no special token can be deployed in it (except the Dragon and Halfling Holes). The region becomes normal again after scoring.

[Updated on: Thu, 05 April 2018 13:07]

      
Devilsrapture
Junior Member

Posts: 1
Registered:
May 2018
Re:Fan Creations - Races and Powers Sat, 05 May 2018 21:46
Nagas (3/8)

Your Naga tokens may enter the map through any empty Swamp Region of the map, not just border ones. Your Nagas May conquer any Swamp Region and any Region adjacent to a Swamp Region they occupy at a cost of 1 less Naga token than normal. A minimum of 1 Naga token is still required.

Thoughts?

Still need to do a trial run.
      
blaxnlion
Senior Member

Posts: 449
Registered:
January 2013
Re:Fan Creations - Races and Powers Sun, 06 May 2018 11:49
Devilsrapture wrote on Sat, 05 May 2018 21:46

Nagas (3/8)

Your Naga tokens may enter the map through any empty Swamp Region of the map, not just border ones. Your Nagas May conquer any Swamp Region and any Region adjacent to a Swamp Region they occupy at a cost of 1 less Naga token than normal. A minimum of 1 Naga token is still required.

Thoughts?

Still need to do a trial run.


Hi, your Nagas are very weak, first because at least one Swamp being empty is not guaranteed, and then because if you compare to Will-o'-the-wisps in Underground they are the same and they get 3 more tokens. The fact they can enter anywhere on the map is not enough.
      
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