#362767
I keep dreaming of a multiplayer-focused boutique set. So eh, I'm gonna make one. I'd rather make cards that that are soft-enforced (weaker or not that useful in 2player games but much better in 3+ player games) than hard-enforced (text like "if you have 2 or more opponents...") but we'll see. Hopefully after the move I'll be able to refine the 2e plugin for MSE and actually make some of these. I'm aiming for 6-9 cards for each affiliation. For now, all the major affiliations except TNG since they're already a near-perfect multiplayer faction. Maquis, Relatives and all the non-aligned groups will be handled in the 2nd set.
Also if I've copied a dream card you made, it was unintentional (the concept was probably stuck in my head and I forgot the source). Just let me know and I'll be happy to give you full credit for it.
First up, neutral cards. (8 currently)
Can't decide whether "treaty" should be a token card (can't begin engagements and combats against each other, or play capture cards targeting each other) or a keyword on events.
Yes you can also use this to blow up 2 of your own ships with this. I figured if you really want to, why stop you? And if there's some way people figure out how to abuse that, I think you've earned that combo.
What does everyone think of something like "bombard homeworld" - engagement targeting a headquarters? (it is shields = 20? 24? 30?) And what should the prize be?
Also if I've copied a dream card you made, it was unintentional (the concept was probably stuck in my head and I forgot the source). Just let me know and I'll be happy to give you full credit for it.
First up, neutral cards. (8 currently)
Can't decide whether "treaty" should be a token card (can't begin engagements and combats against each other, or play capture cards targeting each other) or a keyword on events.
Render Fleet AssistanceYeah I know, but this card is more for...
Fleet. Maneuver. Plays when an engagement not involving your ship begins. Your staffed ship may move to that mission (range permitting) and join a side of your choosing.
(#) •Joint RaidCan't decide between all getting interrupts or the initiating player choosing which other players get free interrupts (or maybe players with lower points get to join in). To encourage more people to participate, WHOEVER wins gets the reward. Same deal with...
Fleet. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your non- 2 Leadership personnel at a planet mission. Each player may play a Maneuver interrupt from outside the game. Each winner of the engagement may draw 2 cards and is not stopped.
(#) •Joint StrikeGiven all the events that will probably be on the table, there should be some general destruction anybody can use. So why not a card that nukes events by encouraging interaction?
Fleet. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your non- 2 Leadership personnel at a planet mission. Each player may play a Maneuver interrupt from outside the game. Each winner of the engagement may destroy one event commanded by a loser.
(#) •Joint BattleAnd then one "traditional" engagement card. This will probably be the first to drop if there's too much.
Fleet. Maneuver. Plays in your core.
Order - Destroy this event to begin an engagement involving your non- 2 Leadership personnel at a planet mission. Each player may play a Maneuver interrupt from outside the game. Randomly kill a personnel on each losing ship. The winners are not stopped.
Code: Select all
Conceptually simple enough, extend the effects of some cards and allow flexibility. You get an effect then it vanishes. Most of the wording is to account for possible other card interactions. It's a way to allow lesser played cards to be useful.Possible outside game rules: only cards that started the game in your deck can be placed in your discard pile. If you play a card from outside the game, and it would enter your discard pile, it is removed from game instead. (basically a way to tack on extra functionality into a card without adding reams of text) If an action allows you to play a card from outside the game, you must still meet all requirements to play that card. If you cannot or otherwise choose not to play the card, you cannot play it after the action has finished.
Give Us Aid!Ok the homeless affiliations will get 1 card.
To play this interrupt, you must command 1 ship and no missions.
Order - Ask if any other player with a will give you aid. If any agree that player draws a card (your choice if more than 1 agrees) then you may place your ship at one of that player's headquarters, remove a damage card from your ship, and end your turn.
Suicide RunThought about making it even simpler until I realized that would allow scout ships, runabouts and shuttlepods to run around the galaxy, blowing up borg cubes - and the powers that be just worked so hard to encourage us to run with big ships. So a tweak so you can't take out something bigger. Torn whether it should be staffing icons or if the game should adopt a "staffing value" to the ships - or maybe go by cost instead of staff? Think dominion should have an exception in there or their own version of this card? Same with maquis? (Chakotay did it in that pilot.) Should any of these interrupts have "Maneuver" on them?
Order - Destroy your staffed ship to destroy another ship at the same mission with equal or fewer staffing requirements.
Yes you can also use this to blow up 2 of your own ships with this. I figured if you really want to, why stop you? And if there's some way people figure out how to abuse that, I think you've earned that combo.
Return Fire!Eh, an idea I'd like to see but I don't know if the rules can handle an engagement out of turn but it seems like something that should be doable. Obviously not playable with the above (since the window to play it doesn't match its play requirement). Will have to think on it.
Maneuver. When an engagement ends that involved your ship but you did not begin, begin an engagement involving that ship. Randomly kill a personnel on board each losing ship.
What does everyone think of something like "bombard homeworld" - engagement targeting a headquarters? (it is shields = 20? 24? 30?) And what should the prize be?
(#) •Stop and SearchNeutral conquest card inspired by Way of the Warrior. Sisko had a few things to say about this practice...
Conquest. (Limit 1 card with conquest per mission.) Plays on an opponent's space mission. When an opponent's ship moves to this mission, if your staffed ship is here, you may examine each card aboard that ship. This mission's owner may begin engagements involving their ships here. If he or she wins, destroy this event.
Last edited by Nate Winchester on Fri Oct 28, 2016 2:01 pm, edited 13 times in total.