XIA: Legends of a Drift System - Exploration Tokens

Started by Bix Conners, October 03, 2016, 09:18:00 AM

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Bix Conners

This thread is to work on custom exploration tokens for the game XIA: Legends of a Drift System.

This is a fan expansion to the game. These are additional tokens that go in the bag with the official exploration tokens. Some of these are temporary and some are permanent modifiers for the player.  Below are the listed of vetted and finalized exploration tokens.

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Bix Conners

Here are some working ideas for the exploration tokens:


Trade Tokens
01 - 01 Trade embargo. You can no longer buy or sell goods
02 - 08 Trade sanctions. You may only carry two goods cubes total on your ship
09 - 19 No effect
20 - 20 All cargo sales are at ½ buy and double sell price

Weapons Tokens
01 - 01 You bought your weapons from a faulty arms dealer. They no longer function
02 - 04 Your missiles are faulty and no longer function
05 - 08 Your blasters are faulty and no longer function
09 - 19 No effect
20 - 20 KHAN!!! All of your weapons are now at +2 damage.

Movement Tokens
01 - 01 Worn out engines. They no longer function
02 - 03 Your engines are starting to fail, cover up 1 activation spot.
04 - 14 No Effect
15 - 17 Engine rolls now add +1 movement
18 - 19  Your impulse engines now grant you +2 movement
20 - 20 You are Hans Freakin' Solo, all engine rolls add +3 movement
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NeikeDjour

A few of these are iffy and might need to be reworked.

I think the 20 on trade tokens is too overpowered. Even regular buy price but double sell sounds more reasonable. The rest on this tier are fine.

I think weapons are fine, though would it make sense if you had faulty weapons you could get rid of the condition if you sold your broken weapon and bought new ones? And if you didn't have a weapon of that type, then the first set you would get would be faulty, making you pay basically double the price of whatever weapon you wanted to get a good working one, and then the condition is gone?

Movement is wonky in the higher rolls. Like 15-17's +1 movement on engine rolls is much better than 18-19's +2 movement to impulse. Because 15-17 will always (as long as you can power all the spots on the engine) give you technically +3 movement, whereas 18-19 will always only give you +2. And then 20 is super-powered with a possibility of +9 movement. This one could even be changed to a +2 and still be really powerful.

Because all rolls that result in a 20 are already giving you a fame point, I think some of their effects should go down a little bit. Specially if they don't have a limit duration.
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Bix Conners

Quote from: NeikeDjour on October 03, 2016, 02:22:01 PM
A few of these are iffy and might need to be reworked.

I think the 20 on trade tokens is too overpowered. Even regular buy price but double sell sounds more reasonable. The rest on this tier are fine.

I think weapons are fine, though would it make sense if you had faulty weapons you could get rid of the condition if you sold your broken weapon and bought new ones? And if you didn't have a weapon of that type, then the first set you would get would be faulty, making you pay basically double the price of whatever weapon you wanted to get a good working one, and then the condition is gone?

Movement is wonky in the higher rolls. Like 15-17's +1 movement on engine rolls is much better than 18-19's +2 movement to impulse. Because 15-17 will always (as long as you can power all the spots on the engine) give you technically +3 movement, whereas 18-19 will always only give you +2. And then 20 is super-powered with a possibility of +9 movement. This one could even be changed to a +2 and still be really powerful.

Because all rolls that result in a 20 are already giving you a fame point, I think some of their effects should go down a little bit. Specially if they don't have a limit duration.

Very good points. Thanks. I think I need to template these so they can have various end triggers.
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Bix Conners

Suggested Format for Exploration Tokens:

Title
Description (Flavour Text)
Game Effect
Duration
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Bricktown

Quote from: Matt Robertson on October 03, 2016, 09:25:40 AM
Here are some working ideas for the exploration tokens:


Trade Tokens
01 - 01 Trade embargo. You can no longer 'collect a FP for selling'
02 - 08 Trade sanctions. You may only carry two goods cubes total on your ship
09 - 19 No effect
20 - 20 All cargo sales 'earn double money for first two cubes only'

Weapons Tokens
01 - 01 You bought your weapons from a faulty arms dealer. '-1 to all weapons'
02 - 04 Your missiles are faulty. '-1 to missiles'
05 - 08 Your blasters are faulty. '-1 to blasters'
09 - 19 No effect
20 - 20 KHAN!!! All of your weapons are now at' +1 damage. '

Movement Tokens
01 - 01 Worn out engines. '-1 to all engine rolls'
02 - 03 Your engines are starting to fail, cover up 1 activation spot.
04 - 14 No Effect
15 - 17 Engine rolls now add +1 movement 'can not exceed max roll'
18 - 19  Your impulse engines now grant you +2 movement 'can not exceed max roll'
20 - 20 You are Hans Freakin' Solo, all engine rolls add +3 movement 'can not exceed max roll'
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Bix Conners

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Bix Conners

Thanks again Chris. I have these changes made and formatted for our upcoming game.
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