Log-2011-03-20 (MARCH 20) Jay, Jerry, John, Paul (AFKing) **Contents 56 Resource Cards -12 of each color. 2 orange. 6 grey SETUP 2 rings of Hex Tiles. Solid. Place 3 hexes underneath N/S LEFT-storage - 2 storage tokens MIDDLE (under/above N/S)-Hatchery - 1 workers 1 gatherer RIGHT - QUEEN - 1 drone, 2 commands NO FOCUS Flip over N/S hexes and put a Territory Marker for each Player. This is based on the assumption that you can ONLY move from the central Tri-Hex starting spot. If we change it so you can move from all 3 starting Hexes, then we shouldn't start with owning any Hex in the Outer Ring. Hexes are randomly placed on the board. Game over when DOOM track is full. 10 spaces. Start at 0. 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. (multiple penalties could happen) At other times, follow the grasshopper rule BROWN LEAVES 0 . 1 leaves 1-3, 2 leaves 4-6, 3 leaves 7-9, 4 leaves. Orange leaves are ALWAYS lose 1 unit. (not random at the moment) Grey leaves are ALWAYS lose 1 resource cards (not random at the moment) REMOVE from game When DOOM track updates, drop # leaves equal to NumLeaves on EXPLORED Non-Hive hexes. (Max = NumLeaves) 1. When a unit gathers on a hex with brown leaf(s) they take 1 leaf back to the HIVE with them and receive 1 less RESOURCE card. Gatherers can take back ALL brown leaves (but will incur all -1 penalties) (opens the door for upgrades that allow you to get a + for resources, making it worth it for a non-gatherer to gather on the spot. Otherwise, it's pointless for non-gatherers to gather there. 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. Resource Card Hand Limit: none No Buildings yet. Turn Order: 1. Draw Cards = num Hexes of your focus Color (if none, draw 1 card) 2. HATCH any units bought in the previous turns. 3. Move/Gather_or_CashIn 4. Expand/Upgrade/Buy/Deposit 5. Resolve Brown Leaves and Grasshoppers (eventually, replace moving grasshoppers with a card mechanic. Maybe red cards, etc) NOTE: New Grasshoppers are placed first before the existing ones move. NOTE: cannot perform any action, except CashIn, if you are holding gathered resources. You may DROP your gathered resource at ANY TIME for no penalty (the resources are lost) NOTE: No MP required to move in HIVE. Guardians cannot move. NOTE: FTL, Inner Ring gives double bonuses. What does this really mean? We'll define in this loop. After Gathering from Inner Ring, draw +1 card immediately. From Center HEX, draw +2. This may need to be adjusted later. Units can only use their special actions once per turn. Brown Leaves activate as soon as you trigger the next DOOM space. How to expand command (Contiguous) Hive size affects command. start with 2 command. Number different color in your Hex gives you an additional Command. (min 2) If you lose connectivity to your main HIVE, you still get benefit for cards/command, but not for free-move bonus or cashing-in. available units: THE QUEEN - SP = 0 FOCUS - DRONES (per turn. See below) COMMAND (orders you can give to units) 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 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 -1 Drones -4 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. ALL hexes can be harvested by units with GP > 0. all units can gather from any explored and empty space. When non-Gatherers return to base, they gain 1 RESOURCE card. Gatherers roll D6 A unit can GATHER on any Hex and Deposits number of resources = GP. You can only expand your HIVE on a cleared spot (No fallen brown leaves, but if a brown leaf is being carried by a harvesting unit, it's ok to build during build phase) On the 10th leaf, the game ends. 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. **************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. ***************Conflict. THIS only applies to players. Grasshoppers can share your space at the end of your turn (end of turn UPKEEP). You need to resolve Grasshopper conflicts at the beginning of your turn. To MOVE away from or ATTACK a grasshopper requires 1 command. If you run out of COMMAND, discard 1 resource for each number. 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. ************************************* GAME NOTES: 6:33 start. Jay is North, Jerry/John is South. (subtract a couple minutes for messing with stuff) NORTH bought a gatherer on turn 2 SOUTH held on to resources. NORTH tried to move ALL 3 units on turn 3. Forgot that he only had 2 COMMAND rolled a whopping 10 on the double-gatherer. Drew 2 brown leaves. COMMENT: Only having 2 command really seems to affect stuff. can't explore and build with 2 gatherers and 1 worker. **FNL: john thinks gatherers are TOO CHEAP! consider increasing build cost. Or Decrease D6 to maybe D4 for resource. Compromise by increasing unit costs by 1 (3 for everything, 4 for guardians) **FNL: How to increase # Drones? Upgrade your QUEEN. 6 Resources per extra DRONE. (Max = current COMMAND level. Only able to perform this upgrade once per turn) COMMENT: NORTH is DOMINATING on resources. COMMENT: rules for grasshoppers moving onto HIVE spots? WIth and without units? Can grasshoppers steal? wouldn't that give you reason to actually kill them? COMMENT: Jay asked if he could move the same unit 2 times (if he had enough command). For now, we said no. COMMENT: Middle/Side (O3 and O9) will be highly contentious spots. COMMENT: Need bonuses for having a HIVE in the Inner Ring. COMMENT: adjust cost of ALL units. COMMENT: Add some sort of reward for actually attacking grasshopper. They are pointless COMMENT: we went through the deck and only made it to 1 on the DOOM track. John suggests when the DOOM track increases, shuffle the discards back into the stack. This will continually reset the statistics. COMMENT: Question on how to take over another spot. We haven't had to deal with this for a while. Remembered in the past, a soldier can RAZE the space (if there aren't any defending units) Or you can use a soldier + worker to convert it to your HIVE (only if it would be contiguous/adjacent to your HIVE) **FNL: Limit 1 guardian per HEX. And can only move 1 space per Drone per turn. Spend as many Drones as you have. This means it will take more work to get guardians out to the front line. May mean some strategy to hatch guardians earlier to get them ready for the front line. REMINDER: When attacking, higher number of Sides on Die wins Ties. If same number of sides, ties are a tie. ***FNL: need rules for fighting for grasshoppers. 1. Use D6 for attacking. 2. Reward of D4 for Resources when you kill them. 3. Address the RANSOM option. COMMENT: Jerry asked how much HP the units have. For now, only 1 unit. ***FNL: Interesting situation. Grasshopper ended up on I5 with NORTH's guardian. This FORCED him to use up a command to resolve the conflict. What happens if you don't have enough command? John thinks we need a way to deal with negative command (if you have 3 command and are forced to use 4 command to deal with conflict). Maybe have to lose a resource? Maybe lose 1 command for next turn? Lose a drone? dunno. End of game at 7:51pm. Not much interruption of slow down ******************* What worked? Command = #hexes of 1 color or # of colors. Forced expansion. What Didn't work? DOOM track progressed too slow. John suggests: every time DOOM track increases, shuffle Discards into the Deck. THat will change the probability. Jay says we shouldn't change too much each loop.