Medieval Edition: Update 3


I've made some significant changes to the monster roster, based on solo playtests.

I've also included the playingcards.io board, which can be used with the spreadsheet on Google Sheets to play asynchronously.

Big changes are:

  • Removing the dits-not-counting power from everything except fangs (who don't visit them) to more explictly turn them into express trains
  • Strengthening early werewolves and weakening later ones (by making them have a limited travel distance) with the intent being that if you commit to claws, you'll have a company that will be stronger and give more revenue than other companies early in the game, but not be quite as effective late in the game
  • Removing increasing amounts of the non-claw/fang monsters to increase the necessity of picking one as the game goes on. It penalises the humans right from the start by being more expensive - intent being that they are available, but encouraging players to actually pick one

I think I'm going to have to adjust the amount of movement after next playthrough.
I've also currently got the rule that when compulsorily buying a monster using the presidents cash that you don't have to pick the cheapest one. I haven't decided if that will change yet until I see it more in practice. The idea being that you might take a harder personal fall to get a better monster - but I think that the opportunity to sell more shares might be abuseable


Full change list below:

- Fix Molemen Inc Typo
- Monsters beyond limits into market
- Added first real pass of stock round rules
- Major monster changes - including:
    - Made all claws and humans stop at dits
    - Made all claws ditvalue 20
    - Limited werewolf lords to 10 mvt rather than inf.
    - Added 'Pup' to Phase 2
    - Added 2->3 Vampire, 2->3 Werewolf, 3->1 Assassin, 8->1 Master Assassin
    - Price changes throughout

Files

Medieval Edition (In Development Prototype) 7 MB
Version 6 Nov 13, 2020

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