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diff --git a/info/playtest.html b/info/playtest.html index 38214e8..d1c4a7b 100644 --- a/info/playtest.html +++ b/info/playtest.html @@ -4,7 +4,16 @@ <title>Time of Crisis - Playtest Notes</title> <link rel="stylesheet" href="/fonts/fonts.css"> <link rel="stylesheet" href="/style.css"> -<style>h1{text-align:center}body{max-width:50rem;margin:0 auto;}li{margin:0.5rem 0}</style> +<style> +h1{text-align:center} +body{max-width:50rem;margin:0 auto;} +li{margin:0.5rem 0} +blockquote{ + margin:1em; + padding:1em; + background-color:gainsboro; +} +</style> </head> <body> <article> @@ -17,52 +26,125 @@ Time of Crisis - Deluxe Edition Playtest <p> The "Deluxe Edition" option will enable the following changes. -Please test these changes and provide feedback on the #time-of-crisis Discord channel. + +<p> +Please send playtest feedback to the designers: + +<ul> +<li>By e-mail to tempus42@yahoo.com, wrayferrell@gmail.com, and jasoncarr@gmtgames.com. +<li>On the <a href="https://discord.gg/pvp5f7W3zD">#time-of-crisis</a> Discord channel +</ul> + +<p> +Note that the art for the new components is PLAYTEST only - the real thing will look nicer, we promise! <hr> -<ol> +<h3> +Setup +</h3> -<li> -Setup - Draft provinces in reverse order of start, so the 4th player gets a better pick and less chance of getting totally screwed by the time he gets his first turn. (Rule change only.) +<p> +Draft initial provinces in reverse order (last player picks first). -<li> -Update Foederati - limit to current province, not neighboring province. "Select an army you command in a Roman province and remove one non-leader barbarian counter not in a player's army from the selected army's region. If the selected army contains fewer barbarians than legions, the barbarian joins your army. Otherwise, return the barbarian to its home region on its inactive side.” (Requires updated cards.) +<p> +<i>This should help reduce the first player advantage.</i> +<p> +The 4th player gets a better pick and less chance of getting totally screwed by the time he gets his first turn. (Rule change only.) -<li> -<s> -Update Demagogue – change event to be less harmful to the other players. “Each other player must simultaneously reveal one card from his hand. You gain 1 of the Influence points provided by each revealed card for use this turn, and each revealed card is worth 1 less during its owner’s next turn.” (Requires updated cards.) Clarification – it’s ok to “reveal” the same card multiple times, but you can’t reduce a card to less than zero. -</s> -<br> -<i>Not implemented!</i> +<h3> +Military Emperor +</h3> -<li> -Improve Military Emperor – Change special disadvantage to: Roll 1 die and add 1 to the value per hit dealt to the Emperor’s army. If the total value is at least 7, your Emperor has died in battle. This should make a Military Emperor considerably more durable overall. (Rule change only. Needs good playtesting.) +<p> +Change special disadvantage to: -<li> -Replace Amphitheater – Change to “Market” -- "For each Market in a province you govern, during your turn you may exchange 1 Influence point for 1 Influence point of another type.” (Requires updated tokens.) E.g. You control 2 Markets, and you decide to 1 Red and 1 Yellow point into 2 Blue points. +<blockquote> +Roll 1 die and add 1 to the value per hit dealt to the Emperor's army. +If the total value is at least 7, your Emperor has died in battle. +</blockquote> -<li> -Add 3 new Improvement Building options. (Requires new tokens. Needs playtesting.) +<p> +<i>This should make a Military Emperor considerably more durable.</i> -<ol> +<h3> +Card - Foederati +</h3> -<li> -Port -- You may move one army per turn from your governed province with a Port to any other Roman province for 1 Military influence. +<p> +Change card text to: -<li> -Monument -- -Any time your Governor is removed from a province with a Monument, remove the Monument and place 1 Mob token in that province. +<blockquote> +Select an army you command in a Roman province and remove one non-leader +barbarian counter not in a player's army from the selected army's region. If +the selected army contains fewer barbarians than legions, the barbarian joins +your army. Otherwise, return the barbarian to its home region on its inactive +side. +</blockquote> -<li> -Temple -- During your Crisis phase you may re-roll the Crisis dice once for each Temple in a province you govern. +<ul> +<li>Limit to current province only. +<li>Limit to Roman provinces (no recruiting in barbarian homelands). +</ul> -</ol> +<h3> +Card - Demagogue +</h3> -<li> -Maximum 3 (different) Improvements per province. (Rule change only.) +<p> +Change card text to: -</ol> +<blockquote> +Each other player with 5 or more cards in hand must simultaneously discard one +card (of value 2 or higher, if possible.) Only one Demagogue may be played per +Action Phase. +</blockquote> + +<ul> +<li>Limit to players with 5+ cards in hand. +<li>Put in discard, not return to available. +<li>Must choose a value 2+ card if possible. +<li>No Mob tokens placed. +</ul> + +<h3> +Improvements +</h3> + +<dl> + +<p> +Remove Amphitheater. + +<p> +Add 4 new improvement building options: + +<dt> +Market +<dd> +For each Market in a province you govern, during your turn you may exchange 1 Influence point for 1 Influence point of another type. +<i>(E.g. You control 2 Markets, and you decide to change 1 Red and 1 Yellow point into 2 Blue points.)</i> + +<dt> +Port +<dd> +You may move one army per turn from your governed province with a Port to any other Roman province for 1 Military influence. + +<dt> +Monument +<dd> +Any time your Governor is removed from a province with a Monument, remove the Monument and place 1 Mob token in that province. + +<dt> +Temple +<dd> +During your Crisis phase you may re-roll the Crisis dice once for each Temple in a province you govern. +<i>Note: Not the barbarian invasion dice!</i> + +</dl> + +<p> +Maximum 3 (different) Improvements per province. <hr> |