#459369
So, I was explaining STCCG to a friend who had never played the game (and still hasn't, but there's always hope). One of the many things he chose to delve into at length was the 1E mechanics for dilemmas. Mainly that they "seed" before the game and basically are immutable (excepting some limited tech). I also did my best to explain the 2E dilemma rules (though I'm not a 2E player) as a contrast. He had problems with those too. Mainly that it was basically random and combos were less likely to have an effect. He actually came up with a proposal that would seemingly work, and probably speed up the beginning of the game quite a bit. It would also allow for a form of interaction that was essentially the main form of interaction for a long time - dilemmas. A couple of solvers facing off against each other would no longer be games of simultaneous solitaire.
Essentially, dilemmas become their own separate deck. Any time a player declares their intention to attempt / scout / scan / whatever a mission, the opponent may "seed" any number of dilemmas from their dilemma deck beneath that mission, essentially placing their combos on the fly. The attempting player encounters the dilemmas as normal.
If an attempt ends, any unrevealed dilemmas return to the dilemma deck for possible future use. Any dilemmas that have been revealed either go back under the dilemma as normal or leave play as normal.
What about shared missions? Each player decides what they want to put under the mission on each attempt, with normal "your turn, my turn" alternation.
What about artifacts and other cards that "seed like dilemmas"? We didn't come to a conclusion on the best way to handle those. Simplest is to treat them as you treat dilemmas. They go in the dilemma deck, and you can use them the same way (including taking them back into dilemma pile if they aren't encountered).
All the cards in the dilemma deck still count against your total of seed cards you're allowed. Perhaps a dilemma deck doorway needs to be created to offload the rules? Perhaps it seeds for free.
A new element of strategy comes into play for the game, where you decide how many dilemmas you want to throw at your opponent on his early mission attempts. It's possible to burn through your dilemmas before all the missions have been attempted / scouted / etc.
There are a lot of edge cases I'm sure we missed and I know there are several we discussed that I haven't outlined here because I've completely forgotten.
What do you folks think? Are there major holes here? I kind of want to play a bunch of test games to see how this would work (but I've got nobody to play casual games with at the moment, thus trying to recruit this friend).
Essentially, dilemmas become their own separate deck. Any time a player declares their intention to attempt / scout / scan / whatever a mission, the opponent may "seed" any number of dilemmas from their dilemma deck beneath that mission, essentially placing their combos on the fly. The attempting player encounters the dilemmas as normal.
If an attempt ends, any unrevealed dilemmas return to the dilemma deck for possible future use. Any dilemmas that have been revealed either go back under the dilemma as normal or leave play as normal.
What about shared missions? Each player decides what they want to put under the mission on each attempt, with normal "your turn, my turn" alternation.
What about artifacts and other cards that "seed like dilemmas"? We didn't come to a conclusion on the best way to handle those. Simplest is to treat them as you treat dilemmas. They go in the dilemma deck, and you can use them the same way (including taking them back into dilemma pile if they aren't encountered).
All the cards in the dilemma deck still count against your total of seed cards you're allowed. Perhaps a dilemma deck doorway needs to be created to offload the rules? Perhaps it seeds for free.
A new element of strategy comes into play for the game, where you decide how many dilemmas you want to throw at your opponent on his early mission attempts. It's possible to burn through your dilemmas before all the missions have been attempted / scouted / etc.
There are a lot of edge cases I'm sure we missed and I know there are several we discussed that I haven't outlined here because I've completely forgotten.
What do you folks think? Are there major holes here? I kind of want to play a bunch of test games to see how this would work (but I've got nobody to play casual games with at the moment, thus trying to recruit this friend).