I think I have a semi-coherent set of changes that further reduces
complexity from the playtest version and follows through on the removal
of the cubes in favor of the operatives.
First, no more sub-locations. Each encounter deck has different
illustrations, but the cards are functionally identical within each
deck. Instead, there are 12 "reward tokens" -- 2 for each solution
category, 3 "allies", and 3 "items". One is randomly placed in each
city. Additionally, the 12 theme cards are randomly placed in cities,
with each card indicated a type of city in which it can be placed. When
you pass an encounter, you get to either receive the reward from that
city's "reward token", OR visit the theme card in that city (or maybe
it's both).
When you face an encounter, everyone gets to look at the card, but
there's no Where's Waldo aspect, there are just icons, and here's what
they do:
- Phobia: Active player faces the challenge at +2 difficulty.
- Item: Anyone with that same item card gets a white token on the card.
- Operative: Move that operative to the current player's city, IF the operative is activated.
No more enemy cubes; instead, the progress track is divided into 5
sections; at the end of the turn, the number of chips you pull from the
cup is based on the section of the track the marker is on. (Chips
either advance the progress track or let an operative execute his
power).
There are several marked spaces on the progress track, at which
something happens. One is "activate an operative" -- flip over the card
from the card row. Another is "enemy attempts to dig for the temple";
but not sure where. Maybe another is "remove captured theme cards from
the board" -- e.g. if the Grail Diary has previously been captured, on
this space it has been burned.
So going back to the encounter cards, when you see an operative,
if that operative is activated but not yet on the board, you pull him
onto the board now, to your city, and you put his chip into the cup. If
his chip gets pulled from the cup, or if you fail a challenge in the
city he occupies, the special power indicated on his card is executed.
When you are in a city containing an operative, something happens; maybe
it's (a) you add a black chip or (b) if you visit a theme card or get
to read a clue, the enemy progress advances by 1. Or maybe it's both of
those. And maybe, as before, you can initiate a fight challenge
against the operative to knock him off the board (but he never
deactivates once activated?)
The operative powers include "advance enemy progress by 3",
"capture a theme card and bring it to the nearest stronghold", "remove
the reward chip from the city". Other possibilities include "move the
PLAYER to the nearest stronghold", "deactivate a theme card's 'bonus
knowledge'" (but this one may be too fiddly).
There are a few nice things that this does. First, it
keeps the operatives moving around, keeps them showing up at a somewhat
unpredictable but basically controlled rate, and most importantly, gives
a completely scripted way for bad things to happen to the players,
without the players needing to remember or police any special rules.
The bad stuff that happens is /entirely/ contained on the operative
cards, and the occasions on which the operatives get to execute those
powers are fully specified; there's nothing to remember. So it's a big
win in terms of reducing the number of rules the players must
internalize to be able to play. The removal of the sub-location system
(which I liked) also helps with this. Now, you face an encounter, and
you either get a reward or get to visit a theme card. (If you want to
do both, simply face another encounter). And if there's an operative
there, do this if you pass, do this if you fail.
I really, really liked the system where the operatives are
connected to encounter outcomes -- ie if you pass/fail an encounter that
gives reward X, and the operative that matches X is active, then that
operative gets to do something. But even with me not playing and simply
policing the game's bureaucracy, we forgot to do this constantly. I
think it's just too hard to remember, and it's highly preferrable if
it's simply that the operative gets to do something if he's in your
city, otherwise don't worry about it.
The other thing that's nice is that it should still organically
create "convergence" at certain locations. A city that contains the
more important theme cards is likely to be visited more by the players,
which is likely to result in more operatives being drawn there, which
makes it more likely that, e.g., that theme card will be kidnapped or
the enemy progress will advance. Maybe if a city has multiple
operatives in it, those operatives dig for the temple there?
I played a solo version of this today, and while the length of the track needs to be adjusted for the different player counts, the basic structure of the approach seems easy enough to execute. The only thing that's strange in the solo game is that, for those Operatives that kidnap theme cards, they tend to kidnap cards you've already visited (and thus no longer care about). But there was an occurrence where I wanted to visit Elsa Schneider in Odessa, but failed the challenge with the Green operative in the city, resulting in her being kidnapped to Kiev. I went to Kiev and attempted to rescue her, and succeeded. But I was a check mark short of a clue, and went back to Odessa to get the reward token that gives that. Unfortunately, I failed that challenge too, and the black operative showed up and took the reward token out of the city. And the green operative, now back in Odessa, kidnapped Elsa again! I think these dynamics will seem more interesting in a multiplayer version of the game.
ReplyDeleteAnother solo test, this time 3p. The basic structure works well, and the pacing is reasonable. My goal is for players to get about 8 turns outside the temple, and after 6 turns, most of them had at least one category with level 2 knowledge and one category with level 1 knowledge.
ReplyDeleteThere is some balancing to do, and about 8 different levers that can be adjusted, but the basic feeling is that you don't have time to do everything, you have to be efficient in selecting whom you will visit, you have to plan ahead to visit those cards successfully, and the enemy is following you and generally being a nuisance as you go -- so, it seems to have the right feel!
The only structural concern is that item cards are a bit strong for the player who has them -- their ability to accumulate white chips (free actions) on other players' turns is cool but super-powerful. Which basically means that everyone will need to acquire a couple of items to have a chance to do well. Either that, or they need to be weakened.