tag:blogger.com,1999:blog-34834473.post1400247941888638203..comments2023-08-28T08:23:06.845-04:00Comments on Scrolls of the PlatinumWarlock: In Which The Warlock Makes a Semi-Obscure 80s Movie Reference...A.P. Kloskyhttp://www.blogger.com/profile/09719352533858966154noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-34834473.post-65551257425179958422011-01-07T18:07:33.048-05:002011-01-07T18:07:33.048-05:00If you give them a playtest run, let me know how i...If you give them a playtest run, let me know how it turns out! I'd be interested to see how adding some plutonium to Catan might work out...A.P. Kloskyhttps://www.blogger.com/profile/09719352533858966154noreply@blogger.comtag:blogger.com,1999:blog-34834473.post-74347151044006274382011-01-07T16:55:34.376-05:002011-01-07T16:55:34.376-05:00I'm a fan of Settlers but I like the idea behi...I'm a fan of Settlers but I like the idea behind these rules. I don't know if I'll get a chance to play them soon but I'll keep them in mind.Anonymoushttps://www.blogger.com/profile/07147206016242798126noreply@blogger.comtag:blogger.com,1999:blog-34834473.post-44639162805562910372011-01-06T15:23:17.757-05:002011-01-06T15:23:17.757-05:00I like the idea of the Armageddon Clock as an addi...I like the idea of the Armageddon Clock as an additional counter. Perhaps after each nuclear launch, the clock raises one "hour". When the clock strikes midnight, the player with the most Victory Points automatically wins.<br /><br />This would put a hard limit on how many nuclear strikes can be launched (12, essentially), but also provides another level of opportunity cost: a player has to balance whether they want to hasten the end-game against the benefit of knocking their opponent down a peg.<br /><br />I would shy away from providing any option that fully eliminates a player--Settlers is good enough at that already...A.P. Kloskyhttps://www.blogger.com/profile/09719352533858966154noreply@blogger.comtag:blogger.com,1999:blog-34834473.post-7356304868370623142011-01-05T22:10:14.327-05:002011-01-05T22:10:14.327-05:00Sounds like an interesting idea, but it could resu...Sounds like an interesting idea, but it could result in the players nuking each other into a stalemate, or at least a really, really long game. So I suggest some sort of opportunity cost.<br /><br />Maybe have an "Armageddon Clock" starting at 1 and going up to 12. Whenever any player launches a nuclear weapon, the clock goes up by 1. Then the player who launched it rolls 2d6 and if they roll under the value of the clock, the United Nations gets involved and the rest of the world nukes the player's territory and they immediately lose. All of their territory goes away (or alternatively, they all become radioactive ghost towns that nobody can build on). Rolling the same number as the clock does not nuke the player, so the first round (at 2) is free and even at a clock of 12, there is still a chance that the player will get away with it if they roll a 12.<br /><br />For every round that all of the players abstain from launching nukes, the Armageddon Clock goes down by one.<br /><br />This might be a little too extreme, but it's an idea. It's probably still better to just build stuff. Maybe if you got rid of the "can only fire once per turn" restriction, this rule might be necessary.<br /><br />I suppose you could change this slightly to something else as well. You could reverse the scale and have "minutes to midnight" or halve the scale and have have a DEFCON counter.Thunderforgenoreply@blogger.com