Consider more player count? 6? 7? Red/Green/Blue/Purple/Black/White/(orange/yellow) Cubes instead of disks (smaller) Back to old personal cards (shuffle unused back in) Consider allowing to draw undestroyed? 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 New icons: Speed, Draw, Destroy, Extra Cards on new days. Maybe delete recovery entirely? Used by: --whale meat --beef stew --bison --poutine --caffeine --rope --torch --leather hide --campfire 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!