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  • Writer's picturePini Shekhter

Design journal - Let's cooperate #2


This blog post assumes you read its predecessor. All read up? I'll wait a few more minutes. Done? Good, here we go! I love circles, they are so much better than squares. Everyone knows. The Empire cards are the cards that hurt the players, they have some bad effect, a cost to be removed and a number of hour glasses. When you draw the EVIL Empire cards you place them on the timer according to a number of hour glasses that appears on them and at the end of every player's turn, well, you turn the timer (phase 2.2). These cards represent how the game is going to hit the players. The players can remove cards from this timer, but that costs a lot in terms of cards and or coins (or in general, costs a lot of icons...). Every Empire card will have a number on it that will tell you where to place it on the rondle, meaning how much time you have to remove it. This will give the players a good decision of which cards to remove and what cards to let hit the board.

In the picture, the timer for the Empire cards.

Round phases are an important thing that can help get things in order in your head. They might change in count, order and essence but getting an initial round structure can only do good for continuing the design.

  1. Chucking the coins to see what bonuses the players have this round.

  2. Player action turn. A player can perform up to 4 actions: any Action he has an icon for (an action icon can be an icon on a card or on a coin!) and any Free Action he wishes to carry out. We'll think about the actions themselves in a second. Basic player turn structure:

  3. Play 4 actions.

  4. Turn the Empire card timer one step.

  5. If any Empire cards reached the X space, they are removed and resolved.

  6. Draw 2 Resistance cards.

  7. Draw 1 Empire card and place it on the timer.

  8. Move the resistance marker down up or down according to civilian support value (This will be a value that you can change in order to get a constant stream of "victory points income").

  9. Clean up (remove any unused coins).

Actions :

  • Use an icon on a card or coin to:

  • Remove Empire influence.

  • Add Resistance influence.

  • Install a Base.

  • Draw a new Quest card.

  • Pay and Remove 1 Empire card (Those are the bad cards).

  • Use a card for its text.

  • Move 1 space.

  • Give or take 1 card to a player on the same space or an adjacent one.

I have the basic skeleton of the game now. Now I need to pour a board and write up the initial cards! Stay tuned for Let's cooperate #3.

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