log-14-Mar-2010 **Contents 56 Resource Cards -12 of each color. 2 orange. 6 grey 2 rings of Hex Tiles. Solid. Players start on N/S Start with 2 workers and one hex on N/S Game over when DOOM track is full. 10 spaces. Start at 1. When the DOOM track advances, whichever BROWN LEAVES are in play this turn all have penalties. That is, BROWN LEAVES only incur penalties when the DOOM track advances. At other times, follow the grasshopper rule start DOOM TRACK = 1. 1-3, 1 leaves 4-6, 2 leaves 7-9, 3 leaves. Orange leaves are ALWAYS lose 1 unit. Grey leaves are ALWAYS lose 1 resource cards. No Buildings yet. to Store resources: 3 of a color or 1 of each of the 4 colors. Turn Order: 1. Draw Cards = num Hexes 2. Hatch 3. Move/Harvest/Expand 4. Gather 5. Store Brown Leaves activate as soon as you trigger the next DOOM space. available units: THE HIVE - SP = +4 3 of a color, or 1 of each other color. Tile counts as a color. -remove these cards from the game. DRONE - SP= -1; MP=0; AP=1; GP=0 -1 RESOURCE -For now, DRONES have no other purpose. WORKER - SP= -1; MP=1; AP=x; GP=1 -YELLOW -1 DRONE -2 RESOURCE -expand colony -gather -fight GATHERER - SP= -1; MP=1; AP=0; GP=2 -GREEN -1 DRONE -2 RESOURCE SOLDIER - SP= -1; MP=1; AP=2; GP=0 -RED -1 Drone -2 RESOURCES FLYER - SP= -1; MP=2; AP=x; GP=0 -BLUE -1 Drones -2 RESOURCES GUARDIAN - SP= -2; MP=0; AP=3; GP=0 -ORANGE -2 Drones -2 RESOURCES -Spend a drone to move it anywhere in your base. QUEEN - SP = 0; MP = 0; AP = 0; -2 DRONES -4 RESOURCES (4 of ANY resource). MUST OWN the color of the focus you want to switch to. -PLACE CARDS AND DRONES aside. Lose Focus for ONE TURN. -Next turn, discard resources and drones and change focus. Newly Flipped Hexes always start with 3 Gather Tokens. Harvested Gather Tokens = 1 Resource Card FIGHTING RULES! Roll a D6. Score hit if roll AP or less. G W S F Guard G 1 1 1 1 1 W 2 1 1 2 1 S 3 2 2 1 2 F 1 1 3 1 1 Guard 3 3 3 3 - *******EXPAND to expand, costs 3 of a color (the color you are building on) or 1 of the OTHER colors that you are building on. ***************Conflict As SOON as two opponent units are on the same space, CONFLICT OCCURS! -Attacker has initiative and begins round 1 attack phase. -Assess damage. Remove dead units. -Defender has fight/flight option -there are two options. We will choose one for this loop 1. ONLY able to retreat to a SAFE space. 2. Can retreat to ANY space, which could potentially cause another CONFLICT. -we will use option 1 for this loop. perhaps there is a 3rd option. ONLY Flyers get to move to any space. FLyers probably have specialized combat options anyway. -Keep fighting, alternating the initiative, until there is no CONFLICT (someone retreats or all units on one side are dead) When you move a unit into a hex with an opponent, you have the immediate option to reinforce that unit with any other unit you control who has the necessary MP to make it to the same space. Defenders do NOT have this option, unless their QUEEN specialty or special units allow this sort of defensive reinforecment. This could also be a card to play, similar to RISK 2210, if we ever decide to have cards. to steal an opponent's hex, you must kill/scare all units from that space. THEN:. TO claim the base, you need 1 soldier and 1 worker. (basically, base is pretty much done, so you need less workers. But it's not safe, so you need a soldier to stand guard) COST is same as normal and it MUST be adjacent to your colony TO destroy the base, requires 2 soldiers and discard 3 cards. THIS IS AN ARBITRARY COST. We will probably revise this cost. If the base/hex that the opponent lost was the last tile of that color they owned, AND they were set to that color's focus, they IMMEDIATELY are set to NO FOCUS. **************Grasshoppers: Only UPKEEP at end of turn, If at the end of the turn, after the DOOM track has been updated (or not), if there are any remaining brown leaves, they turn into grasshoppers. MAX NUMBER OF GRASSHOPPERS on the board at one time = Current Brown Leaf Matrix. 1,2, and 3. then roll the D6 for each one to see where they move. N=1. Go CW. If there are max number of grasshoppers, don't add any more, just move the ones that are there They don't fight you unless you fight them. This means, if you start your turn with units in a hex with a grasshopper, you can move them away for free if you like. However, if you start a fight, you MUST then follow Fight Rules. (fight or flight). Cannot Bribe once a fight starts They block all bonuses from the current tile they are occupying and current units on the same space are subject to the CONFLICT rules. Thus, player units on the same space may have to run away during the move phase, if they don't pay the bribe bonus. BRIBE cost = CBLM value. If you Bribe them, they go away. for now, remove the Bribes from the game FOR NOW, BRIBE ANY TIME DURING YOUR TURN, even BEFORE you draw for Focus. ANYONE AT ANYTIME can bribe a grasshopper. Roll D6 at END OF EACH turn and move all grasshoppers. If this creates an unresolved conflict, resolve it. (Fight or Flee) Grasshoppers fight matrix = 3. *****************Hive Focus. During Upkeep, draw 1 card for each hex color of your specialty. Your specialty is set by your starting tile. you can change your specialty by changing your queen. we currently do not have queens, so for now, we can't change the specialty. we'll just have to see WHEN we get the urge to want to change. +1 resource card upkeep per hex of your focus color. base +4 SP +2 GATHER TOKENS each flipped hex D3-1 GATHER SEARCH +2 HATCH *******FOCUS ABILITY -Each color has a focus ability. -green = +1 when gatherer searches. +1 when new hex flips each hex provides only +3 SP -yellow = 4 of any color to build a hex 3 of any unit can build a hex -1 HATCH each turn. -blue = +1 movement all units -1 attack point (min of 1) -red = increase unit attack power by 1. Cost is the current AP so a gatherer can pay 1 to increase to 2. then pay 2 to increase to 3 *********END GAME SCORING Each Hex in your colony is +1 point Each ColorPair in colony is worth +3 points (+1 for each hex, +1 bonus for the pair) IDEAS for combo points: we had a discussion about this, but we aren't on the same page yet. jay's idea. multiple types of combinations (3-5 types/categories). You would refer to a combo-chart to know the combo point values. John thinks it should be simple rules. jay says he thinks it will be pretty simple. things like if you are two suited or if you have 1 of each color. BEFORE PLAYING NEXT WEEK, SET UP A FEW BASIC SCORING RULES! ********Game Notes: John and Jay BOTH blue focus IDEAS/THOUGHTS change CBLM to 2,3,4 workers can't gather and expand on the same turn, maybe? or maybe no expand THEN move. THe only way to stop this would be to make EXPANDING a different phase. Is this really a problem? Can you ever do more than 2 special actions on a turn? Introduce concept of action points. Need some sort of negative for each hex you own. That way, the more you expand, there's some sort of negative offsetting it. Maybe Cave-ins? Another idea for grasshoppers. If you discard the cards for bribes, they go to the center. If you remove bribes from the game, they go away fully. If there are grasshoppers alive at the end of the game, they block bonuses from the hexes they occupy. Once the DOOM TRACK hits 10, the game is OVER! If there are max num of grasshoppers, and there are excess brown leaves, what happens? Penalty? grasshoppers attack? Jay suggests inner ring worth more points? End Game after 3rd or 4th reshuffle. John won. 11 to 5. John - 2B, 2G, 2R, 1Y Jay - 3B, 1Y UNITS: John- 2 workers, 2 gatherers. THAT's ALL for the whole game. No SOldiers, no Flyers, No Guardians Jay - 2 workers. He built a soldier. POST GAME NOTES: what worked? Blue Focus is really fun to play. the +1 move helps a TON. the -1 attack really sucks. John's strategy of not having 3 hexes of the focus color helped because at the end of the game, jay kept triggering the doom track but John didn't trigger it. Jay doesn't think this is as much of an advantage as it seems because of the blue focus. blue focus + gatherer seems to be quite an awesome combo. you can bring back 2 GATHER TOKENS per turn. Grasshoppers were annoying... as they should be. We are wondering how fast is the game really? next loop, play at a consistent pace. After a few games, consider if we need to change the BLMatrix to 2,3,4 instead of 1,2,3. NEXT LOOP -Same Units. -Same Costs -BLM = 1,2,3 for now. Play a few rounds with this to see how it feels. Max Grasshoppers = CBLM + 1 = {2,3,4} Each unit can only use special action ONCE PER TURN. For grasshoppers. If you discard the cards for bribes, Grasshopper goes to the center. If you remove bribes from the game, they go away fully. NO extra penalty for now if excess BL are drawn but you are at max grasshoppers. Maybe some other loop No extra penalty for lots of hexes (no cave-ins) Each hex owned in the inner ring is worth +2 Center/Anchor tile is worth +5 Can ONLY BRIBE on YOUR TURN. Pairs are still worth +1 REMINDER: draw cards face up. Advance DOOM TRACK as soon as you have enough BL.