Click to see big scary creatures! |
Decomposing is a fairly simple card, so
it didn't need to change much; the biggest trick was to find
something that properly represented decomposition to something
living. I could have gone with something leprous, of course, but the
thing on this zombie's head gave me the impression of an experiment
or it being applied, rather
than happening naturally. I think it's therefore similar to Through
the Mud.
Lifters has always
been tough to find art for. I needed creatures that suggested brutal
deviousness: brutal because they belonged to The Noise, and devious
because they possessed some skill to increase the intelligence of
other Crusaders, either by teaching, magic, or technology. I think
these guys might lead by example. I opted for no flavor text because
they seem like the silent type. Their gaze is enough to tell you how
much they loathe you. Also, to keep Lifters in line with similar
cards, I boosted their Reason stat.
Irregularity has
had its water stat upped a tad to bring it in line with similar
cards. I liked the carnival theme of the art, and I'm glad it ties
to the Red Carnival Location card. I think that might become a
bigger theme if the art comes my way to match. Of course, with a
bloody red faction, there is but one ultimate reference to a carnival
that can be used... perhaps my teenage self likes to wink at me from
time to time.
Corruption has a
similar theme to Decomposing as far as mechanics goes, so I tried to
get something of a similar theme for both flavor text and card art.
The difference being Decomposing is like a disease of the body, while
Corruption is a disease of the mind.
Click to see, and read extra text. |
The only major difference between the
old version of Cosmic Disruption and the new is that the special
rules had to be more wordy to remove ambiguity, so the flavor text
got chopped down.
I've also changed the rules for winning
the game. I'd been having some trouble figuring out the most fair
way of finding a winner. My first goal was for every player (but
one) lose all of their Crusaders. While that's got a neatness to it,
ultimately it might make for some exceedingly long games. So I had
offered a timed game variant, which had players count up points after
a certain period of time. While this also somewhat worked, there is
the potential for a player who knows he's in the lead to take as long
as possible to make a move, and thereby 'run out the clock'. My
counter thought to this was to have what amounts to a shot clock, but
really I don't like that idea at all.
So I've combined features of both goals
into a unified normal objective. In two player games, one player
will eventually lose all their Crusaders, and the other player will
be the winner. But in three or four-player games (and I'm
considering just saying the game is for three to four players, and
leave the two player variant out), once one player has lost all their
Crusaders, the remaining players count up points.
Lastly, the careful observer may notice
the Base Set Components section of the manual (and in other places) got the number of
Frenzies bumped up from 24 to 32. I came up with more Frenzies that
are still fairly basic in nature, and compliment the current
Frenzies, so I thought I'd include them in the base set, rather than
save them for an expansion. Four of them still need names, so I'll
introduce them slowly, as I get the art for them.
No comments:
Post a Comment