[GB] Draft of GB 2.0 review
Posted: Sun Apr 22, 2018 8:17 pm
"To setup the game" is redundant -- already know that it's "Setup" section!
"the very center" -- remove "very" -- not necessary.
"The players shall attempt to place heroes evenly as possible around the corners of the board"
"Draw 5 cards" -- five or four? We never tested five with the current iteration.
would this long paragraph serve better if broken out in bulleted lists?
Excise last sentence -- players will figure it out.
FFA Set up
So, based on descriptions in Setup, you really don't need to write out all of that. Can consider removing all of that stuff.
Why not let players mix and match?
Rather, express that players can play as a team game, or free for all -- such as 2v2v2, 3v3, or FFA.
Overview of Play.
Refresh Phase (Beginning of turn)
Roll "Draw phase" into "end phase" -- I think drawing is the clearest indication that everything is done, and time to pass the turn to next player.
12 rounds -- to be determined!
The Hero
Move "A hero token that is in a hex is said to occupy that hex. At the end of a turn, two heroes may not occupy the same hex, though it is possible for a hero to pass through an occupied hex." to descriptions of actions in action phase. This is just a set up of what Hero is represented at this point.
Hero Action slots -- "Each hero action may be only used once" -- move it to action phase section.
Add in that all of the slots on the hero board is the basic actions, and will be altered by blessings and curses throughout the course of the game. More descriptions later on in the game.
"You may not have more than 8 HP tokens or less than 0 HP tokens in this pool" Then maybe figure out how to roll the rest into other sections.
Reactions should be on left part of the board!
Tip area -- are there any cards that actually react to sprint or move?
Movement Cost -- should clarify that "# of tokens" includes favored terrain token. Example below helps, but not immediately obvious from the equation.
"you MUST return to the hex from which you entered the occupied, losing whatever resources you have already spent" -- does that means hero could lose godball? Is all of the movements nullified in a turn?
Aside: Wacky thought: -- if hero decides to throw while on the same hex as other hero. Does the hex-owner gets to decide whether to intercept right away? Think it as batting away the pass.
Shove -- "of the 6 hexes around the opponent..." -- seems contrived. Could use a rewrite. "Opponent's 3 adjacent hexes away from your hero."
(thought -- 2-hex shove. would it be possible for a hero to fly over other hero?)
"Grab" -- "lose the ability to use grab, shove, *AND* sprint actions on their turn"
Need something that clearly indicates that someone is grabbed. Should create a special colorized "GRAB!" card to "cover up" parts of the hero board.
Throw 1 hex -- what if someone happens to be throwing while on hex occupied by other hero? Would other hero have a chance to intercept?
Emphasize that kick cannot be intercepted.
An odd thought: What if hero tries to intercept, got cancelled by other intercepting hero (at the same distance). 3rd hero grabs ball, and throws it again, allowing for other interception chance...but is the hero's interception "exhausted" or still a valid move? Can a hero intercept several times between his turns?
Note: whoever has the laurel wreath is pretty damn strong. Does laurel wreath gets passed around? in fact, this is the only place in the whole document that mentions "laurel" or "wreath" Consider mooping it.
Rest -- does that means moving into a hex that requires a payment means rest is not available even if actions aren't used? Didn't this used to be 1 hp for not moving, 1 hp for not taking any actions?
If multiple Gods wish to play a reaction card, turn order takes precedence -- should clarify that the turn order starting from the God with active hero.
hrm, not a fan of last sentence "Last in is the first out"
Moving on to the card types. How do we know when an action is taken, and how do we prevent from an action from being taken twice? Especially if someone tries to be sneaky and use the same action slot after altering the slot with GP? Thoughts involve using some cards to indicate actions. Maybe. Not sure.
Blessings and Curse effects replace Hero Actions -- already explained in "Playing cards on the Hero Boards."
Thought: What if mountain is replaced by a new mountain? Ocean replaced by a new ocean?? Would that knock down the hero?
"The sporting thing" --> "It would be sporting to take a token.."
Knockdown -- also lose "grab" -- if the hero is grabbing someone.
Moving terrain -- could a hero "defend" a hero being shoved by terrain? If that happens, might end up shoved in a different way? Or is this indefensible?
Can removing terrain knock down a hero? After all, terrain has changed quite a bit!
Reaction thing with GP was repeated earlier.
Dropping the godball -> losing the control of godball. I think the idea of "control" is vital to the idea of scoring! Of course, that means addressing "fumble"
"the very center" -- remove "very" -- not necessary.
"The players shall attempt to place heroes evenly as possible around the corners of the board"
"Draw 5 cards" -- five or four? We never tested five with the current iteration.
would this long paragraph serve better if broken out in bulleted lists?
Excise last sentence -- players will figure it out.
FFA Set up
So, based on descriptions in Setup, you really don't need to write out all of that. Can consider removing all of that stuff.
Why not let players mix and match?
Rather, express that players can play as a team game, or free for all -- such as 2v2v2, 3v3, or FFA.
Overview of Play.
Refresh Phase (Beginning of turn)
Roll "Draw phase" into "end phase" -- I think drawing is the clearest indication that everything is done, and time to pass the turn to next player.
12 rounds -- to be determined!
The Hero
Move "A hero token that is in a hex is said to occupy that hex. At the end of a turn, two heroes may not occupy the same hex, though it is possible for a hero to pass through an occupied hex." to descriptions of actions in action phase. This is just a set up of what Hero is represented at this point.
Hero Action slots -- "Each hero action may be only used once" -- move it to action phase section.
Add in that all of the slots on the hero board is the basic actions, and will be altered by blessings and curses throughout the course of the game. More descriptions later on in the game.
"You may not have more than 8 HP tokens or less than 0 HP tokens in this pool" Then maybe figure out how to roll the rest into other sections.
Reactions should be on left part of the board!
Tip area -- are there any cards that actually react to sprint or move?
Movement Cost -- should clarify that "# of tokens" includes favored terrain token. Example below helps, but not immediately obvious from the equation.
"you MUST return to the hex from which you entered the occupied, losing whatever resources you have already spent" -- does that means hero could lose godball? Is all of the movements nullified in a turn?
Aside: Wacky thought: -- if hero decides to throw while on the same hex as other hero. Does the hex-owner gets to decide whether to intercept right away? Think it as batting away the pass.
Shove -- "of the 6 hexes around the opponent..." -- seems contrived. Could use a rewrite. "Opponent's 3 adjacent hexes away from your hero."
(thought -- 2-hex shove. would it be possible for a hero to fly over other hero?)
"Grab" -- "lose the ability to use grab, shove, *AND* sprint actions on their turn"
Need something that clearly indicates that someone is grabbed. Should create a special colorized "GRAB!" card to "cover up" parts of the hero board.
Throw 1 hex -- what if someone happens to be throwing while on hex occupied by other hero? Would other hero have a chance to intercept?
Emphasize that kick cannot be intercepted.
An odd thought: What if hero tries to intercept, got cancelled by other intercepting hero (at the same distance). 3rd hero grabs ball, and throws it again, allowing for other interception chance...but is the hero's interception "exhausted" or still a valid move? Can a hero intercept several times between his turns?
Note: whoever has the laurel wreath is pretty damn strong. Does laurel wreath gets passed around? in fact, this is the only place in the whole document that mentions "laurel" or "wreath" Consider mooping it.
Rest -- does that means moving into a hex that requires a payment means rest is not available even if actions aren't used? Didn't this used to be 1 hp for not moving, 1 hp for not taking any actions?
If multiple Gods wish to play a reaction card, turn order takes precedence -- should clarify that the turn order starting from the God with active hero.
hrm, not a fan of last sentence "Last in is the first out"
Moving on to the card types. How do we know when an action is taken, and how do we prevent from an action from being taken twice? Especially if someone tries to be sneaky and use the same action slot after altering the slot with GP? Thoughts involve using some cards to indicate actions. Maybe. Not sure.
Blessings and Curse effects replace Hero Actions -- already explained in "Playing cards on the Hero Boards."
Thought: What if mountain is replaced by a new mountain? Ocean replaced by a new ocean?? Would that knock down the hero?
"The sporting thing" --> "It would be sporting to take a token.."
Knockdown -- also lose "grab" -- if the hero is grabbing someone.
Moving terrain -- could a hero "defend" a hero being shoved by terrain? If that happens, might end up shoved in a different way? Or is this indefensible?
Can removing terrain knock down a hero? After all, terrain has changed quite a bit!
Reaction thing with GP was repeated earlier.
Dropping the godball -> losing the control of godball. I think the idea of "control" is vital to the idea of scoring! Of course, that means addressing "fumble"