Re: Concept #1: Missions Galore!
Posted: Sat Jan 17, 2009 9:20 am
I definately like the HQ, I've been waiting for one for a long time but there are two many dilemmas designed to hurt . Perhaps...
- Smugglers Den
You may report personnel, ships and equipment to this headquarters. You may not command another HQ.
You may attempt and solve your missions.
Order - Name a Dilemma, when your personnel face that dilemma this turn, prevent and overcome that dilemma.
= = = = = = = = = = = = = =
But a more generic idea...
0 Explore Strange New Worlds
At the start of each of your turns, if this is your first turn, you may download this card (you may use this text when this card is in your deck).
Plays in your core. This event may not leave your core.
You may attempt and solve your missions. You need an additional 10 points to win the game.
A few new ideas here, a card that downloads itself (yes we have a Tuvok but still), a card that makes it harder for you to win that you play on yourself and of course the given concept of messing with missions.
- Smugglers Den
You may report personnel, ships and equipment to this headquarters. You may not command another HQ.
You may attempt and solve your missions.
Order - Name a Dilemma, when your personnel face that dilemma this turn, prevent and overcome that dilemma.
= = = = = = = = = = = = = =
But a more generic idea...
0 Explore Strange New Worlds
At the start of each of your turns, if this is your first turn, you may download this card (you may use this text when this card is in your deck).
Plays in your core. This event may not leave your core.
You may attempt and solve your missions. You need an additional 10 points to win the game.
A few new ideas here, a card that downloads itself (yes we have a Tuvok but still), a card that makes it harder for you to win that you play on yourself and of course the given concept of messing with missions.