With the previous version of FissureVerse (when it was
called Vortex), my sister and brother-in-law playtested the game. The playtest devolved into a game of War very
quickly: they would reinforce with a Devotee or two, and then on their next
turn immediately Crusade and snatch up the other player's Devotee. They had picked non-opposite factions (like
Blue & Green, I think), so the two attributes they kept comparing were
always close and worked out simply. They
never Frenzied or played Rogations. It
was just a quick swap back-and-forth. By
the end of the game, it was the luck of the draw that determined the winner.
Clearly, that was not a particularly good thing to be happening.
That was one of the reasons I reworked the Action phase a
little, in hopes that such a thing would not occur, and that players would use
the other card types. Or, at least, give
players who wanted to use other
strategies a fighting chance. If using
nothing but Crusaders is a dominant strategy, the other cards don't need to
exist.
However, I had a dream last night, wherein two friends
played FissureVerse in an almost identical fashion to the way my sister and
brother-in-law had, even accounting for the reworked Action phase. The new way to play doesn't give Players who want to Frenzy a chance to do so. Not really.
You have to get lucky with the Turn Order on each Location Card to pull
it off. And even then, you might as well
just Reinforce again, to cap out your Field of Play.
I don't want to rework the game further to completely
eliminate that strategy for players who want to use it, but I don't want it to
be the only way to play.
This back-and-forth is mitigated somewhat with three
players, and even moreso with four, but that's not quite good enough. Two players need to be able to play the game
without such an issue.
Currently, I'm trying to come up with some rules that don't
force me to redesign the cards to add anything.
I've considered ways to basically Tap Crusaders (like in Magic: The
Gathering), either upon being put into play, or after a Crusade, but I think
that only delays the inevitable, and gets confusing because of the way Rounds
work. I could do something like "You can only Crusade if you have no
cards in your hand", which would now most certainly force players to do
more, but that does not seem like a pleasant solution. I think players who want to Crusade often
would just discard their hand whenever possible, just to be able to Crusade,
and nothing is achieved.
Another possibility is to say you can only Crusade when you
are not first in Turn Order, so you are in a Location which you do not have
control over. That way it makes sense
that you would Crusade where your Opponent holds domain, and wouldn't Crusade
in your own home. But due to the random
nature of the Locations, you may have a few rounds of Catan Dice Syndrome
before you can Crusade. You'd have your
Crusaders all set down, a few Frenzies even in place, and you don't get the
chance to Crusade before your whole army is wiped out because of an unlucky
streak of Locations. Ouch.
I could also add Crusade tokens, which perhaps require you
to spend them to Crusade with a Devotee, though Crusading with a Zealot perhaps
doesn't use them, and then the tokens get refreshed... somehow. I'll have to think about that
possibility. So far it seems to have the
likeliest chance of going somewhere.
I've considered adding tokens to the game in terms of placing them on
Crusaders and having them change the way the Crusader is played, but I wanted
to wait on those for a while and keep the game purely card-based until the
kinks were worked out. But, if it's what
works...
...Yes, indeed. New
rule: at the end of every Round, if you have Reinforced, Frenzied, or played a
Rogation during that round, you gain one Crusade Token (one for each, so if you
played a Rogation and Frenzied, for
instance, you get two Tokens). When you
wish to Crusade, you spend a number of Crusade Tokens equal to the value of the
Attribute you're using as Offense. So if
you're Crusading with Reason, for instance, and the Reason attribute on your
Crusader is 4, you have to spend 4 Crusade Tokens to do so. But this also takes into account Frenzies, so
if you have a Frenzy on that previous Crusader which gives a -1 on the Reason
attribute, you now only have to spend 3 Crusade Tokens to Crusade the way you
want.
I like it. It may
need a little balance or figuring out the exact proper way to distribute
Crusade Tokens (perhaps Refilling should give you a Token, perhaps Reinforcing
should not, etc.), but I think that may solve the problem.
This also helps to give a bigger advantage to Blue, who has
always been on the short side of Offensive Attributes, by making Crusading a
typically cheaper affair for Blue than for others. Though that may make Blue too powerful. The trials of game design...
Anyway, here are the new card backs, courtesy of Spellbound.
Pretty! |
I'm getting better at asking about using art before applying it. They say it's easier to ask forgiveness that
to ask permission. Not true.
I'll also start adding the credits and links directly on the
blog in a single spot, not just the name on each card and a credit in the
instructions. That way it's easier for
people who like the art to see the originals.
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