Log-2011-03-06 (MARCH 6) **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. Harvest= Searching for new tokens Gather = picking up tokens. No Buildings yet. Turn Order: 1. Draw Cards = num Hexes of your focus Color 2 -REMOVED HATCH. DRONES HAVE BEEN MODIFIED/AUTOMATED. THEY ARE ESSENTIALLY ACTION POINTS. 3. Move/Harvest/Expand/upgrade 4. Gather 5. Grasshoppers Units can only use their special actions once per turn. Brown Leaves activate as soon as you trigger the next DOOM space. available units: ***NEW UNITS. THE QUEEN AND NEW DRONE*** THE QUEEN - SP = 0 START OUT WITH ONE. CAN'T GET ANYMORE CAN ONLY UPGRAYDD TO PRODUCE MORE DRONES PER TURN STARTS OUT PRODUCING ONE DRONE PER TURN. DRONE - SP = 0 EVERY TURN, NUMBER OF DRONES ARE CREATED EQUAL TO CURRENT QUEEN LEVEL. AT THE END OF EACH TURN, ALL DRONES DIE, TO BE REBORN NEXT TURN DRONES ARE EFFECTILY 'HIVE ACTION POINTS'. ********************** 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. -REQUIRES 1 WORKER ****DRONES HAVE BEEN MODIFIED... THEY ARE NO LONGER SEPARATE UNITS DRONE - SP= -1; MP=0; AP=1; GP=0 -1 RESOURCE -For now, DRONES have no other purpose. ****DRONES HAVE BEEN MODIFIED... THEY ARE NO LONGER SEPARATE UNITS AP OF EACH UNIT HAS BEEN UDATED TO REFLECT NEW ATTACK APPROACH. (D4, D6, ETC) WORKER - SP= -1; MP=1; AP=D6; GP=1 -YELLOW -1 DRONE -2 RESOURCE -expand/upgrade HIVE (TYPICALLY REQUIRES DRONES) GATHERER - SP= -1; MP=1; AP=D4; GP=2 -GREEN -1 DRONE -2 RESOURCE -search for resources on empty hexes -*concern whether GATHERERS should be able to fight at all. SOLDIER - SP= -1; MP=1; AP=D10; GP=0 -RED -1 Drone -2 RESOURCES -able to capture/destroy enemy hexes FLYER - SP= -1; MP=2; AP=D8; GP=0 -BLUE -1 Drones -2 RESOURCES -need a special ability. something to do with terrain. GUARDIAN - SP= -2; MP=0; AP=D12; GP=0 -ORANGE -2 Drones -2 RESOURCES -Spend a drone to move it anywhere in your base. -need a special ability other than 'immobility' ChangeFocus - 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 2 Gather Tokens. Harvested Gather Tokens = 1 Resource Card FIGHTING RULES! Roll Die Type as indicated above. Highest Roll wins. Unit with higher number of D sides wins ties. If Sides are equal, no one wins (or maybe it should be the defender or attacker. balance as necessary) *** NEW RESOURCE GATHERING MODEL *** all hexes allow harvesting. After Doom Track advances to next range, a resource color is deemed 'empty' of resources. This will be random for now, but could be sequential at a later date. John suggested a possible mechanic for temporarily or permanantly restoring resources to a single hex, but Paul and Jay said this might be a bad idea. *******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. 2,3, 4. 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 = Grasshopper Level (2,3,4) For now, Bribes are discarded and you can move the Grasshopper anywhere on the Inner Ring or center spot. Roll D6 at END OF EACH turn and move all grasshoppers. If you roll number of the same space grasshopper started on, move to center. 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. +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 resource card +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 to die roll (min of 1) -red = +1 to die roll. Cost is the current AP so a gatherer can pay 1 to increase to 2. then pay 2 to increase to 3 **************** TEST GAME North vs South. North started on GREEN South started on YELLOW QUEEN Lvl = 1 (1 DRONE) No Focus. Draw 1 card at start of turn. After moving, you can gather on the space you've moved to (unless the space is depleted) If you have a unit that has gathered, it can move back to the HIVE, at which point you can roll D3s for each GP you have. Draw RESOURCE CARDS for each number rolled. For now, you can build a unit at any time (except during draw/hatch phases), as long as you have the resources, but they ONLY hatch at the beginning of your turn. Jay asked how many workers you needed to expand your HIVE. We agreed it to be 1 for now. discussion on harvesting and gathering. since we effectively removed Harvesting by removing the tokens, we only have the GATHER phase. We also decided we can gather after expanding. We discussed the point of expanding to a hex of a non-focus color. what is the point? When you expand your hex, you can no longer gather on that hex. I guess it's just the fact that you control more territory to make it easier to get resources back to your base. John suggests that maybe when you DEPOSIT resources, non-GATHERERS roll lower valued dice to determine how many RESOURCE CARDS to draw. There are some issues for now. John made a lot of comments regarding trying to streamline the game, especially tedious token management. ######################################################## For next loop. ######################################################## No Focus. Draw one resource card per turn. (until we re-implement Focus) Queen Level 1 (1 DRONE each turn) DRONES are required for all actions. TERMS: Harvest= Searching for new tokens. (NOT IN THE GAME ANYMORE) Gather = What a unit does on a Hex not in your HIVE to indicate they have gathered. (mask unit) Deposit = Processing units that have gathered (masked) and drawing resources or storing them. No Buildings yet. Turn Order: 1. Draw Cards = num Hexes of your focus Color 2. HATCH any units bought in the previous turns. 3. Move/Gather 4. Expand/Upgrade/Buy/Deposit 4. Resolve Brown Leaves and Grasshoppers Hexes are randomly placed on the board. N/S tiles flipped up. Each player starts with two workers. ALL hexes can be harvested by units with GP > 0. A unit can GATHER on any Hex and Deposits number of resources = GP. So far, only workers and gatherers can Gather. When Depositing, workers only draw 1 RESOURCE CARD per GP. Gatherers roll a D3 to determine how many RESOURCE CARDS to draw. Example. 2 workers, each with resources (masked) would result in 2 RESOURCE CARDS. However, 1 gatherer would roll a D3. If it rolls a 2, then you would draw 4 cards (2 * 2GP = 4) I've proposed an adjustment to the Turn Order. The main issue revolves around when you can Expand/Upgrade/Buy. I'm proposing that anything that needs to have resources spent needs to happen in phase 4. This ensures that all spending occurs AFTER the main Move/Gather part. BROWN LEAVES: I recommend changing the Brown Leaf Table to: 0 . 1 leaves 1-3, 2 leaves 4-6, 3 leaves 7-9, 4 leaves. On the 10th leaf, the game ends. The reason I want to change this is because in our test game tonight, it felt weird that I drew a brown leaf so early. I figure with modifying it like this, it might make the progression go a little better. When we are at 1-3, since we need 2 leaves, the chances are we will have several turns where we only get 1, so we'll have more chances to have grasshoppers earlier in the game. This will lead to more conflicts earlier. When drawing a BROWN LEAF, set it aside (do NOT draw a replacement). BROWN LEAVES will be resolved at the end of the turn. At the end of the turn, compare the Number of Brown Leaves during the turn and compare to the table above. If there's enough to trip the next Brown Leaf level, Discard the leaves and add another leaf to the DOOM track. If there are any remaining leaves, they turn into Grasshoppers. Follow the directions in the notes above and pay attention to the grasshopper limit.