Kill -> Sacrifice for *own* dogs. More compact symbols for destroy/take. Maybe X Y and X Y? Maybe undo icons for some things, follow the 5 second rule as per https://www.nngroup.com/articles/icon-usability/ I.E: if it takes you more than 5 seconds to think of an appropriate icon for something, it is unlikely that an icon can effectively communicate that meaning. By 5 second rule the icons are: YES: Speed PROBABLY: Hypothermia MAYBE: Starvation, Draw NO: Immune Special cards that need more explanation: - utility knife Consider more player count? 6? 7? Red/Green/Blue/Purple/Black/White/(orange/yellow) Cubes instead of disks (smaller/cheaper) Back to old personal cards (shuffle unused back in) Consider allowing to draw undestroyed? Need to balance for meditate though. Maybe PUT (not shuffle) unused back in. Meditate tells you deck order! ***** NO *****: Discard/shuffle back <--- PERFECT! 4 types of 'stretch' card. Mini cards come 32 to a sheet. 8 versions of each. 64 total effects. :o Card has info for both versions (easy/hard). Hypothermia/Starvation INCREASES whenever YOU take a new day. Graduated system: 0/1 = no change, 2/3 = +1, 4/5 = +2, 6+ = all Immunity is unique - its effect can be spelled out on its card (vigilance) Stretch ideas: Hard ~~~~ All speeds are negative. --X speed 2x costs draw -1 on new day take /-1 destroy /-1 +1 starve each day +1 hypo each day kill a dog each day Easy ~~~~ +X speed -X speed Personal cards draw all (like old personal rules) 0.5x costs draw +1 on new day take +1/+1 destroy +1/+1 no starvation no hypo ~~~~~~~~~~ Destroy choose which cards to destroy/discard/shuffle back "Speed ruler" on edge of board - 2nd token to maintain speed delta. Supply limit? ~10 cards then reset? Cloud -> Cliff effect Lightning -> No upgrades? -> NO DRAW! Legendary: Can hold risks through the night - flashlight? Rules - order of costs doesn't matter (can draw first to hope for damage eg) (Hypo,Starve) Rank 1 ~~~~~~ Town (0,0): Players are immune. Fishing Hole (0,0): Draw +3 each day. New Moon (0,0): Dogs are free. Bobsled Track (0,0): Whenever you play a card, move 1. Repair Shop (0,0): Upgrade cards are free Hospital (0,0): Personal cards are free Orchard (0,0): Food cards are free Sitter's House (0,0) : Attachments are free. (he sits so still for you!) Rank 2 ~~~~~~ Downhill (1,0): All dogs have +1 speed. Downwind (0,1): +3 speed. (animals can smell you) Farm (0,0): You cannot starve. Volcano (0,0): You cannot freeze. Overpass (1,0) : Fake dogs are free. Training Ground (0,1) : Risks don't fizzle on new days. Powder Snow (1,0) : Don't take damage. (soft landing) Mountainside (1,0) : All movement cards move 5 Mms (Its like skiing) Rank 3 ~~~~~~ Frozen Lake (1,0): Cannot Starve Philadelphia (1,0): Its always sunny. Fertile Soil (1,0): Food removes your starvation. Winery (0,1) : Personal cards remove your hypothermia. (Nice warm mead) University (0,1): Health costs are -1 Lowlands (0,1): Energy costs are -1 Dump (0,1) : You may destroy cards from your hand Scrapyard (1,0): Take +1/+1 (everything ripe for the picking) Rank 4 ~~~~~~ Plains (0,0): +1 Speed Cold Wave (1,0): +2 Speed Hunting Season (1,0): Venison is free Valley (0,0) : Weather has no effect. Reserve (1,0) : Draw an extra card each day. Expanse (1,0) : Passing players does not cause damage. (lots of space) Geothermal (0,1): Ignore the effects of hypothermia (you still get cold, you just feel it less) Flower Patch (1,0): Ignore the effects of starvation (you may be hungry, but it smells nice enough to ignore it) Rank 5 ~~~~~~ Hills (1,0): -1 Speed Heat wave (0,2): -2 Speed Hunting Ban (0,2) : Venison has no effect Fjord (2,0) : Weather has no effect. Border (1,1) : Draw one less card each day. Canyon (0,2) : Passing players gives 1 extra damage. (not much space to maneuver) Wetlands (2,0): hypothermia applies to 0 cost cards (even the simplest actions are tough when you're this cold) Desert (0,2): starvation applies to 0 cost cards (cold deserts exist) Rank 6 ~~~~~~ Wasteland (0,1): Starve every day Vancouver (2,0): Its always raining. Toxic Soil (0,2): Take 1 damage whenever you . Factory (2,0): Take 1 damage whenever you . (polluted air) Trailer Park (0,1): Health costs are +1 Plateau (1,0): Energy costs are +1 (Don't let the altitude get to you) Recycling Plant (1,0): Destroyed cards are discarded instead Muddy Ground (0,2): Take -1/-1 (if you drop something it will sink) Rank 7 ~~~~~~ Uphill (1,1): All dogs have -1 speed. Upwind (2,0): -3 speed. (higher relative speed) Salt Flat (0,3): +1 speed. (no food, but at least it's flat) Exposed (3,0): +1 speed. (cold, but at least it's flat) Checkpoint (1,1) : Kill fake dogs (the ref is watching) Rope Bridge (2,0) : Risks always fizzle Cliff Wall (0,2) : Take a damage each day (watch for falling rocks [in 0.5x A press]) Avalange (3,0) : All movement cards move 0 Mms. (Only the dogs can save you now) Rank 8 ~~~~~~ City (2,2): No extra cards are drawn. Waterfall (1,3): Draw -3 each day. Full Moon (3,0): Dogs have opposite effects. Slippery Slope (3,0): Whenever you play a card: Move -1. Highway (2,2): Upgrade cards have no effect Middle of Nowhere (1,3): Personal cards have no effect Sulfur Flats (0,2): Food cards have no effect Dog Park (1,3): Attachments have opposite effects. (Come over here so I can put this on!) IDEA: Solo mode do hard side first. Draw directional path on stretch card area on board. Hypo/Starve alternate +cost and -speed! Final extent is NO MOVEMENT!