Thursday, July 12, 2012

Of Feast & Famine - part 2

Before I move on to the events, I actually had a thought last night about some of the things I blogged about in part 1 of this blog.  Most of it actually affects the events, but some does spill over into things I said yesterday.  The main one concerns taxation.  I'm now thinking about changing taxation to be an event card instead of an action. 

Ok, on to the events (as indicated above, this is a very fluid game right now, so what I say here could change by the end of the day for all I know!):

There are (I think) 28 event cards and all but two are bad.  The good ones are:
Merchants - allows you to exchange 3 of any resource for 2 of another (as much as you like).
Taxation (brand new!) - Adds one gold for every worker not in poverty.

The bad ones (some have more than occurance in the deck):
Repairs - minus 2 gold and  minus 2 stone
Poverty - Roll a die and one worker matching that color (if there is one) goes into poverty.
Feast - minus 2 gold minus 2 food
Famine - minus 4 food
Plague - plague level increases by 1
King <X> Demands resource <Y> - You can either agree to pay the price (every season) or allow the hostility of that King to go up by one.   This is the main change that I referred to at the top.  I didn't have the pay a resource option...  I did have a concept of appeasement, but it was a bit different.  This one could be tricky to work out....  if I'm not careful it seems like it would either always make sense to appease or never make sense to appease.. neither of which make for a good game mechanic.  Ideally, it make since to appease sparingly... just to buy a little time.  But it would also be kind of cool to get sucked into appeasing too much...  cool for the game design, not for the players!

I should explain the raising of the plague and king hostility levels (it's the same mechanic). It's designed so that the game starts off relatively easy and gets progressively harder.  There are 4 spots to put a cube.  Each time you raise the level a new cube is added or an existing one is moved. 

Check out this diagram that I had in a blog once before, (it has changed slightly...  so I'll copy, paste and modify)  0 is an empty space, X is a space with a cube:

OOOO  - initial state
XOOO - After hostilities are raised once
OXOO - After hostilities are raised again
OOOX - After hostilities are raised 4 times - since it got the the top (right), the enemy attacks with a "power" of 1
XOOX - After hostilities are raised 5 times
OXOX - After hostilities are raised 6 times 
OOXX - After hostilities are raised 7 times - enemy attacks again with a "power" of 2
OXXX - After hostilities are raised 9 times - enemy attacks again with a "power" of 3
XXXX - After hostilities are raised 10 times - enemy attacks again with a "power" of 4

Attacking with a power of X - that means that you roll that many dice to determine the outcome of the event. 

For plagues, each die indicates workers that get sick (any worker of the same color as the die).  You must treat them with 5 medicine or let them die.  If they die, their rings are removed and they are taken off the board.  The pawn can be added back again, but it indicates a different worker.

For attacks from Kings, each die indicates an attack on a segment of the population.  You can defend against it by having workers in the corresponding barracks with black rings.  Each black ring cancels out the effect of one die matching the color of the worker that the ring is on.  For every die that isn't cancelled out, every worker of the matching color dies.

Ok.. that's it for now.  Later!

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