Difference between revisions of "Talk:Day of the Thing"
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Also, an idea for a final phase of the game: once the radio is built, only 4 scientists can fit in the rescue helicopter. Scientists have to decide who gets to go in the copter to warn civilization. If 2 or more scientists are actually the Thing, then the Scientists still lose. (To give more incentive for Things to be sneaky in late game.) | Also, an idea for a final phase of the game: once the radio is built, only 4 scientists can fit in the rescue helicopter. Scientists have to decide who gets to go in the copter to warn civilization. If 2 or more scientists are actually the Thing, then the Scientists still lose. (To give more incentive for Things to be sneaky in late game.) | ||
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+ | {{comment | ||
+ | |date=09:55, 10 August 2008 | ||
+ | |user=[[User:Kevan|Kevan]] | ||
+ | |comment=Ah, although this got lost slightly in the writeup, I was imagining that "the laboratory" would be a single room known to all the players. So everyone would know where the radio was being built. | ||
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+ | Perhaps it just needs a rule making machinery cards indestructable - a Thing would have to grab the cards and run, rather than tearing them up, which would give away their identity, and let the scientists give chase. | ||
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+ | A helicopter endgame might be good - I was originally going to [http://kevan.org/games/things.html reuse an endgame mechanic from another Thing game I made] (the scientists only win if they can identify all the Things), but felt that actually building the radio was probably difficult enough. Picking four seems like a good compromise - I'll certainly keep it in-hand for playtesting, if it turns out that the radio is really easy to build. It might make for a good "major victory / minor victory" ending. | ||
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Revision as of 09:55, 10 August 2008
I agree. Seems like the "exponential" growth of the Things will make things too easy for them.
Also, an idea for a final phase of the game: once the radio is built, only 4 scientists can fit in the rescue helicopter. Scientists have to decide who gets to go in the copter to warn civilization. If 2 or more scientists are actually the Thing, then the Scientists still lose. (To give more incentive for Things to be sneaky in late game.)
Ah, although this got lost slightly in the writeup, I was imagining that "the laboratory" would be a single room known to all the players. So everyone would know where the radio was being built.
Perhaps it just needs a rule making machinery cards indestructable - a Thing would have to grab the cards and run, rather than tearing them up, which would give away their identity, and let the scientists give chase.
A helicopter endgame might be good - I was originally going to reuse an endgame mechanic from another Thing game I made (the scientists only win if they can identify all the Things), but felt that actually building the radio was probably difficult enough. Picking four seems like a good compromise - I'll certainly keep it in-hand for playtesting, if it turns out that the radio is really easy to build. It might make for a good "major victory / minor victory" ending.
I worry that the Things can become too powerful. If a Thing knows where the equipment is kept (which might happen if a scientist becomes a Thing), they can just tear up every Radio part.