Closed garykac closed 6 years ago
For next playtest:
Writing up my general thoughts as a minimal rules outline.
Recover a die from your matrix or a spell you've charged, then spend up to three action points.
AP Cost | Action |
---|---|
1 | Gain an elemental power point. |
1 | Move one hex on a road. |
2 | Move one hex not on a road. |
2 | Draw a card and add it to your matrix. |
3 | Cast a chain of spells. |
You may only have one element at a time. If you gain power in an element, your other elements reset to zero.
If you're the only pawn on a space, you may place your control marker there. Scenarios can care about control for victory conditions.
When you add a card to your matrix, it must overlap at least one of the 2x3 boxes. If you place it where you have dice, reroll those dice to your pool.
Place dice from your pool on boxes. With each die, if you can include that die in a spell's pattern, you may cast that spell.
Some spells charge up a future effect; these will take a die from the pattern immediately to represent the charge, so you can't use them for future spells in the chain.
The six basic spells:
There are technically two 2d colorless spell patterns and two of each 1d colored spell patterns, not including constraints, but the basics allow either, for flexibility.
Suggestion from Sverre: Have the top 2 Matrix cards visible so that players can choose either one.
Charges: need a symbol for "spend a charge, get an effect", and then you open up space for charge manipulation, and you can get symmetry for elemental power (which are just four types of charges that you can increase each turn).
Then, "1d+W: pull an elemental charge. [spend a charge]: prevent 1 damage."
Also, then you can just have a pool of charge tokens, in four colors / symbols for the four elements. Only allowing one color is probably unnecessary, too.
(To avoid the token requirement, you could just use your matrix's symbols as those charge tokens, and you cover up the symbols when you use the "charge", and uncover them to recharge. That'd solve a lot of side problems here...)
Because of the amount of time it took to build up the ability to cast a spell from the shared queue, when someone sniped a spell that you were working on felt really bad because you usually needed to start over again.
Making spells cast faster (but have longer teardown) removes this.
Comments here will be organized and folded into the playtest summary doc: https://github.com/garykac/blockchain/blob/master/playtests/2018-05-22-playtest-2.md