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subochre said:
... That way their chances of victory (and, by extension, yours) are connected to whether you can convince them that you're on a certain side, while doing things that might or might not be at odds with that.
But the "guess what team the CL is on" objectives do more than just require the CL to convince the others they're on a certain team: An objective requiring that the other players guess differently from each other would be far more interesting, I think. The emphasis there wouldn't be on persuasion, but on confusing the other players and keeping them guessing (much like the CLs on the show). I agree the mechanic could be a bit more elegant than simply writing down a guess, though.
On another point, what about dealing Loyalty Cards to the CLs, along with their Agendas? Some Agendas would ignore them (placing the CL on a team no matter what), but others could defer to the Loyalty Card for team assignment, and contain different objectives depending on what team the CL's Loyalty Card puts them on. The advantage here is that you wouldn't need a separate set of Agendas for hostile/sympathetic cylon leaders, since the number of human players vs. cylon players would be preserved (if the CL is human, then there's an extra unrevealed Cylon, and vice versa—with a few Agendas that ignore Loyalty Cards just to keep things from being too predictable). Also, this would keep the number of unrevealed Cylons a mystery in games of any size.
But what about those objectives? Anyone have any to add to the list I started? We gotta start somewhere :)
"Listen, Moirai (Fates) . . . hear our prayers . . . send us rose-bloomed Eunomia (Good Order) and her bright-throned sisters Dike (Justice) and garland-wearing Eirana (Peace), and make this city forget its heavy-hearted misfortunes."
- Greek Lyric V Anonymous Fragments 1018 (Stobaeus)
Eunomiac, I'm still ruminating on the potential additional agendas. I'll compile a list soon. But I have another thought to get out there for now:
If the "multiple individual condition cards" and "guess the CL's loyalty" both wind up taking hold, it would also be possible to have "guess one of the CL's conditions", with some conditions penalizing the CL for being accurately guessed. Now that would really reward opacity.
And Skowza, I realize now that you're right about Leoben having the skill card ones easiest. I was mixed up on the abilities. Goes to show you how often I use the CLs. 
And I agree that there's some risk of losing theme with the "agenda salad" approach I suggested. They don't have proper names, and depending on what is drawn, the conditions may not cohere well. Still, I suspect the conditions more often than not would cohere, and I don't consider this a fatal flaw. Also, I agree that simply breaking out a pen and paper at the end of the game to scribble a few predictions is less than an ideal method of achieving our goal. Not sure the fixes for these complications, but I acknowledge that both are there.
Without Signature
Here's where my thoughts are continuing to go with the "tweaks." I've provided some gut sense of the difficulty of achievement, the likely behavior of the player with the agenda toward the humans and the "opacity" or difficulty of discerning the specific agenda from other agendas within the set. Critiques, additions, alterations, ideas are welcome.
Sympathetic Agendas
“Guide Them to Destiny”
The humans have won, and
Population, morale, and food are all within 3 of each other.
Difficulty: High (low control).
Likely behavior: Benevolent but unpredictable, suspicious.
Opacity: High (could be confused with others).
“Prove Their Worth”
The humans have won, and
At least 7 raptors/vipers are damaged or destroyed.
Difficulty: Fairly Easy (focused task)
Likely behavior: Benevolent but reckless.
Opacity: Moderate (probably could be discerned).
“Join the Colonials”
The humans have won, and
You are Infiltrating and not in the "Brig" or "Detention" and
You are holding two 6 point cards in your hand, and
You are holding six total points worth of Treachery cards, and
[alt: You are holding two 3 point Treachery cards]
You may never repair a location. [alt: You may never give an executive order].
Difficulty: Fairly Easy (few tasks).
Likely behavior: Benevolent but somewhat suspicious.
Opacity: Moderate (probably could be discerned).
“Convert the Infidels”
The humans have won, and
All resources are at 4 or lower.
Difficulty: Moderate.
Likely behavior: Unpredictable, suspicious.
Opacity: High (could be confused with others).
“Salvage Their Equipment”
The Cylons have won, and
2 or fewer Galactica or Pegasus locations are damaged, and
2 or fewer vipers are damaged, and
There is at least one Centurion on board.
Difficulty: Moderate to High.
Likely behavior: Hostile but unpredictable.
Opacity: Moderate (probably could be discerned).
“The Illusion of Hope”
The Cylons have won, and
8 units of distance have been travelled.
Difficulty: Moderate to High.
Likely behavior: Unpredictable.
Opacity: Moderate to High (depends).
Hostile Agendas
“Genocide”
The Cylons have won, and
Both food and population are at 2 or lower.
Difficulty: Moderate to High.
Likely behavior: Hostile, with special focus.
Opacity: High (could be confused with others).
“Reduce Them to Ruins”
The Cylons have won, and
Four or more Galactica and/or Pegasus locations are damaged, and
Morale is at 3 or lower.
Difficulty: Moderate to High
Likely behavior: Hostile, with special focus.
Opacity: High (could be confused with others).
“Show Their True Nature”
The Cylons have won, and
Either you are in the "Brig" or "Detention" or you have been executed at least once, and
Fewer than 4 civilian ships have been destroyed, or
There is no more than one damaged location on Galactica.
Difficulty: High (not as controllable)
Likely behavior: Hostile but unpredictable.
Opacity: Moderate (probably could be discerned)
“Siege Warfare”
The Cylons have won, and
Every resource is at 3 or lower.
Difficulty: Moderate to High.
Likely behavior: Hostile.
Opacity: High (could be confused with others).
“Grant Mercy”
The humans have won, and
Population, morale, or food is at 2 or lower.
Difficulty: High.
Likely behavior: Unpredictable, suspicious.
Opacity: High (could be confused with others).
“Mutual Annihilation”
The humans have won, and
You have played two Super Crisis Cards, and
Three or more Galactica or Pegasus locations are damaged.
Difficulty: Moderate (few tasks but hard to control damage).
Likely behavior: Unpredictable, suspicious.
Opacity: Moderate (could be confused with others).
Sorry for the delay in replying, I don't want this thread to die because it's an important one; I'm visiting friends this weekend and have less time to ponder forum posts than usual. I'm working on a response and will post it when I can!
"Listen, Moirai (Fates) . . . hear our prayers . . . send us rose-bloomed Eunomia (Good Order) and her bright-throned sisters Dike (Justice) and garland-wearing Eirana (Peace), and make this city forget its heavy-hearted misfortunes."
- Greek Lyric V Anonymous Fragments 1018 (Stobaeus)
What about if a CL draws both a HA and SA card. Then you make a six card deck with on of each kind of skill card in it. The color of the card determines witch agenda he is supposed to follow and the number of players determines witch cards go witch way. Could also make have him draw at the halfway point to see if he switches agendas. Not sure how to what the exact numbers need to be.
As for salad approach to agenda you at 6 different types of cards with at least 5 values.
Treachery determines loyalty and the number players (and expansions) determines where it splits.
All of the other cards could deal with a specific type of goal
Resource loss
Military action
Title changes
Nuke use
Jumps taken
or what ever
To win the CL needs to have his side win and meet 5 (or whatever) points of objectives base on card strength.
Since the the CL can never be the president or admiral (do not have exodes) I think yellow cards should require the pres to do something or have something happen to them and green cards should deal with admiral. Requiring or forbidding specific actions form CL could the role blue cards. Red and Purple would deal with end states of the board (resources, damage, vipers, raptors). You could also change what an objective means base on loyalty, have actions that reveal a loyalty card reveal any of the cards in the CLs hand and at the midway point something might happen to change the agenda hand.
Just some quick idea.
Mathius
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