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