Log 31 Jan 2010 Resource Gathering Night! Start the same as 24Jan10 Notes from last week: TURN ORDER: Hatch New Units Move/Gather/Expand STORE/FLIP TOKENS Rule change to make storing the RESOURCE cards as the way to win the game again. long discussion on how to flip tokens and store resources. jay's idea. you have to store them IMMEDIATELY after you flip. We changed this in today's Pre-Game discussion. Maybe you need a gratification mechanism to entice storing. For Next LOOP (From last week) Changes: 1. Movement inside COLONY costs nothing. Essentially it's one big space. 2. GATHERERS can do a D3-1 ability on an empty HEX tile. 3. (REMOVED) 4. COUNT # Colored HEXES in your COLONY. DRAW # RESOURCE CARDS = COUNT. -implication is the potential to draw 2 BROWN LEAVES -corrolary to this is: You need good motivation to keep expanding. Free Movement may or may not be enough of a motivation. Explore this idea. -***NOTE*** 5. Each time 2 BROWN LEAVES are drawn together, add 1 to the DOOM track. -Each time 1 BROWN LEAF is drawn, ALL players incur penalty. - Possible Penalties: - LOSE UNITS, RESOURCES, COLONY HEXES, DRONES, etc. or GRASSHOPPER enters game. - LOSE 1 Resource per DOOM Point. -UNITS have a resource cost you can use instead. -Maybe represents FROST or something. THE HIVE - SP = +4 DRONE - SP= -1; MP=0; AP=1; GP=0 -Can spend 1 DRONE +2 RESOURCE to create 1 WORKER -For now, DRONES have no other purpose. WORKER - SP= -1; MP=1; AP=1; GP=1 -expand colony -gather -fight GATHERER - SP= -1; MP=1; AP=0; GP=2 -Can spend 1 DRONE +2 RESOURCE to create 1 WORKER -For now, DRONES have no other purpose. -Build EXPANSION HEXES adjacent to existing colony. -COST: Requires 2 workers on the HEX and pay 4 RESOURCE CARDS DRONE costs 1 RESOURCE, -1 SP WORKER costs 1 DRONE, 1 RESOURCE, -1 SP GATHERER costs 1 DRONE, 2 RESOURCES, -1 SP **NOTE** future version may allow creation from a worker for reduced price New Units spawn at any HEX you own. All Unit Creation must be done at the beginning of your turn, BEFORE MOVING. You may Move/Build ***************************************************************************** Other Pre-Game notes: Jay suggested maybe we add an alternate goal. If you build all the required buildings, you win. Otherwise, if the DOOM track advances to the end, then whoever has the most resources stored wins. John suggested a "Risk" style option to storing resources. Cost 2, then 4, then 6, etc. John also suggested instead, maybe certain resource combinations could be used. 3 of a kind, or 1 of each kind. Better combinations worth more, giving more incentive to store. THREE storing options: 1. Store X resources per turn, as desired. 2. Store resources in the form of buildings. 3. Store them Rummy-style. pairs, runs, etc 4. Store them Risk-style. 2, 4, 6, 8. New Rules: Expanding Hive. Costs 1 of each color. Cards are removed from the supply. +1 VP STORING resources. 3 of a kind, or 1 of each color. +3 and +4 VP. 4 of a Kind = +5 VP DOOM Track = 6 spots. Start at 1. 10 of each color. 8 brown leaves. ****************************** GAME 31JAN10-1 started 9:22 PST 2 workers 1 hive on N/S Start out with 0 resources. ON first upkeep. draw ONE resource (you have 1 hex in your colony). If it's a brown leaf, discard and draw again. Can't draw a brown leaf on first turn. Game Notes: -reached level 2 on DOOM track before reshuffling deck -expanding has been more difficult/slower -GATHERER cannot D3-1 if holding any RESOURCES -JOhn was thinking that we were going to start getting a TON of resources, but then the DOOM track went to 3 and we lost all our resources. -Jay said, maybe after you see how many RESOURCES you get (flipping the GATHER TOKEN), you can choose to flip over more (Roll more D3s). This may or may not be a good idea. Game escalated to an end pretty fast. Right on the second shuffle. (6 DOOM tokens, but remember we started with 1) New idea for DOOM track: start at 0. Every brown leaf drawn, you do the penalty on the card. it may be different for each card and will be based on the number on the DOOM track. eg. If 0-1 DOOM track, lose 1 RESOURCE. if 2-4, lose 3 RESOURCE. etc Put brown leaves in front of you as you draw them during the turn and taking the penalties. At end of your turn (after flipping GATHER TOKENS) count the number of BROWN LEAVES. if GREATER THAN (this may change to EQUAL OR GREATER THAN) increase the DOOM track by one. SO, since you start out with 0 on the DOOM track, the first BROWN LEAF will cause the track to increase to 1. IDEA for future buildings. A way to remove BROWN LEAVES from in front of you, which could allow delaying the DOOM TRACK increase. Might need to add more CARDS. For Next Loop: Add varying BROWN LEAF penalties New DOOM TRACK advancement. GATHERERS can't search if they are holding RESOURCES ADD two more of the COLORED cards. 12 each.+ 8 BROWN LEAVES (5 = -RESOURCES (gray), 3= -UNITS (orange))