Check out the trials and troubles of the first Will of the Collective, where the community designed a card for the first time!

Which concept should become the first WotC card?

Concept A
6
9%
Concept B
5
7%
Concept C
19
28%
Concept D
1
1%
Concept E
6
9%
Concept F
2
3%
Concept G
13
19%
Concept H
6
9%
Concept I
3
4%
Concept J
6
9%
User avatar
Director of First Edition
By MidnightLich (Charlie Plaine)
 - Director of First Edition
 -  
Trailblazer
#6441
This was not an easy process! It was agonizing and difficult to cut almost seventy good ideas down to ten (10), but after over a week of debate, we've narrowed it down. The design team feels there is significant potential (and fewer rules issues) with the following ten (10) concepts.

Now it's time for you to weigh in and decide which idea we'll go forward with. You have until Sunday, March 9th to decide on the concept you want to win. Each concept has been assigned a letter; make sure to match the letter to your vote.

For now, the concepts are anonymous. Once the winner is decided, we'll ask the first participant who submitted the idea to give the card a play testing name. (For those of you that don't know, cards are often given funny or unusual names during testing. We'll decide on the real name later, but we'll need a handle for this card as we work with it.)

Without further delay, here are the ten finalists. Make sure to read them all before you vote!

Concept A
Include in your deck and add to dilemma stack from hand


Concept B
Dreamer and the dream like - except it hits weenies attempting the mission....something like "if you fail place all personnel who cost less than 2 under their owners deck"


Concept C
A dilemma whose effect occurs only when the dilemma is consumed.


Concept D
A dilemma that is affected by the number of dilemmas in your core


Concept E
an opponent adds a skill of his choice to the mission requirement of this mission for several turns (maybe placed in core + decay)


Concept F
A dilemma that may force the attempting player to complete another mission before this mission can be attempted again


Concept G
A dilemma that changes which attribute the mission requires.


Concept H
A dilemma that can stop a mission attempt for low cost, but gets placed in it’s owners core after being faced and reduces the number of counters that person can use on their next turn.


Concept I
A space dilemma that is more effective if opponent has a ship there.


Concept J
A dilemma that starts a side game (think Casino Royale)


Feel free to discuss your choices in this thread while we wait for the results!

-crp
User avatar
Ambassador
By Linkan (Torbjörn Lindquist)
 - Ambassador
 -  
Architect
#6445
Wow, these suggestions are really creative! Most of them would make excelent cards too, even if I think B might be a bit powerful. J might be very interesting, but where I used to play the games are hard enough to end within an hour. I voted for C, which I think combined creativity and excelency in the best way.
User avatar
Ambassador
By Linkan (Torbjörn Lindquist)
 - Ambassador
 -  
Architect
#6447
Caretaker's Guest wrote:I'm really sad that my concept (a dilemma that reduces the attempting personnels cost) .
Perhaps:
MidnightLich wrote:Reason #5: ...Or Something We're About to Do
A nice concept indeed. Personally I liked your better than the dreamer-like anti-weenie.
User avatar
 
By RedDwarf (Unjustly Banned)
 - Delta Quadrant
 -  
Continuing Committee Member - Retired
#6452
I voted for G.

I liked A, B, E, F, G and H.

I thought C, D and I were likely binder fodder, and J must have come from a 1E fan :)
User avatar
 
By PoQ
 - New Member
 -  
#6457
I liked A, B, C, D, E, F, G, H, I and J but voted for E because it can be used against several affilations and fits in most decks. G also effects mission requirements and I liked it, so the decision I made was 50/50.

But in the end I must say that you guys have good ideas so ... :thumbsup: I would like to see several ideas on future cards, but who knows, maybeeeee......... :cross:
User avatar
 
By Altoid
 - Beta Quadrant
 -  
#6461
B, H, and I are concepts I could see happening in [2E] and working quite nicely.

The rest of my post, although negative, also serves as a caution

Avoid J (side games) for as long as you possibly can. Side games IMO are the "jumping the shark" of CCGs and too quickly become a reason people turn away from a game (or make a de facto house rule never to use). Think of racing in Young Jedi CCG, Net Slum in dot Hack TCG, Tribbles side deck in (1E), etc.
User avatar
Second Edition Design Manager
By The Guardian (Richard New)
 - Second Edition Design Manager
 -  
#6463
MilesStuntDouble wrote:Out of curiousity did anyone get 2 (or 3) of their concepts chosen?
I did. D and G. I don't think I will vote for either. I want to work on some of those other ideas. I haven't decided which one yet.
 
By YeahToast
 - Beta Quadrant
 -  
#6474
Altoid wrote:The rest of my post, although negative, also serves as a caution

Avoid J (side games) for as long as you possibly can. Side games IMO are the "jumping the shark" of CCGs and too quickly become a reason people turn away from a game (or make a de facto house rule never to use). Think of racing in Young Jedi CCG, Net Slum in dot Hack TCG, Tribbles side deck in (1E), etc.
Jumping the shark? Seriously? I truly understand where you are coming from here, but I think you may be overreacting a bit.

I think if done right it could be really fun. How long could it take to play "blackjack" or "poker" or something by revealing cards from your hand/deck/dilemma pile/wherever? Would it really take away from the main game?

I agree that they should be carefully designed. One bad idea that comes to mind is that Magic card that makes you play a brand new game under the table (I think that is unglued or something but still :roll: ). I've never podraced in YJ and never played DotHack but I'm not sure how the Tribble side deck applies here?

I can see something like a "roulette" that make you "wager" a random kill based on the cost of a randomly revealed card from hand. Or "blackjack" or "poker" that pits your "hand" against the house (your opponent).

So yeah, guess who submitted J? :lol:
 
By YeahToast
 - Beta Quadrant
 -  
#6479
Keller wrote:Shaharazad (sp?) was in an actual (though early) set, not Unglued.
Thanks for the info Keller! I was never much of a Magic player, but from what I have heard that is a really annoying card. It is an example of something I would not want.

"...take what is left of you deck and begin a new game. The winner of the subgame gets X and the looser gets y. Then reshuffle your deck and return to the main game."

...um yeah I do not think so :P
User avatar
 
By wweist
 - Beta Quadrant
 -  
#6484
Ok, help me out with A & D:

Concept A
Include in your deck and add to dilemma stack from hand


Concept D
A dilemma that is affected by the number of dilemmas in your core


Can anyone give me a short play scenario of how these work?
User avatar
 
By charlie
 - Delta Quadrant
 -  
Grand Nagus
#6487
I think G has the makings of a dangerous dilemma, so I voted for it. Can you imagine the Dominion or Klingons having to find cunning instead of strength or the Romulans needing integrity instead of cunning? Or even the Bajorans needing strength instead of integrity? This could cause some people who like to go out and do missions like Investigate Alien Probe with just 3 or 4 people to now need 4+ instead. I can see this becoming a favorite of alot of people.
User avatar
Second Edition Design Manager
By The Guardian (Richard New)
 - Second Edition Design Manager
 -  
#6493
wweist wrote:Concept D
A dilemma that is affected by the number of dilemmas in your core

Can anyone give me a short play scenario of how these work?
To be honest, this one was a bit of a joke. I expected Charlie to chuckle and toss it out. He knows why. I don't think you will be able to do it in one dilemma (although you might). The idea came to me when I first saw Mugato. I thought, well now we have another dilemma that hangs out in the core to add to Bleeding to Death or Hard Time. Add to that Silent Attack, Inferiority, and Where None Have Gone Before and you have the beginnings of a cool theme. First of all, your dilemmas often end up not going under the missions, which means that they would have to be costed a little higher or be hard to get into the core in the first place. Then, to really make the theme work, you would need a dilemma or two that keyed off of the dilemmas in your core. Cost reduction. Stop or kill a personnel for each. Whatever. Again, I think it's an idea worth fleshing out, but I'm not sure can be done in one dilemma. Charlie and I had talked about it for a while and I thought he might get a kick out of it. I'm glad the Committee members liked it.
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