There are a few options we can take. My whole goal would be to keep as many people interested for as long as possible. With that goal in mind here are two Turn ideas, add more if you have them or let me know which one you like/dislike.
xWeeks per turn. So each week people would make their moves on a set day and then have 2-3 weeks to play any games they might have created in their moves.
Open Play - Play games as much as you want, gain territory etc. If this is something people like I will have to adjust the map a bit, but thats ok. usually to keep things at least close you can't play the same person back to back.
Im sure there are other options but these are the two im most familiar with. Thoughts?
Showing posts with label campaign maintenance. Show all posts
Showing posts with label campaign maintenance. Show all posts
Monday, March 8, 2010
Tuesday, March 2, 2010
Admins
you all have Admin power now, feel free to customize what ever. If you start to bicker i'll take it away and send you to your rooms.
The Map
I made this in my boredom at work. I have no beef making a new map if this one isn't jumpin out at people, or if someone wants to make their own. The other thought is make it a City we are in. And be trying to control certain building etc.
Faction/Player-specific missions
I like the Apotheosis campaign because it has several paths to victory, including the storyline path. Would it be cool if we could each create our own 3-part mission for our faction? Not the rules, per se (we'd leave that up to Dan with some of our input), but the storyline part. That way each of us could have the story our group wants to unfold available. For myself, I was thinking the Neverborn have picked a particular village that they want everyone to just disappear from, and they're working towards that goal. Jay plays Neverborn too, but he can create his own story that his Neverborn are trying to achieve. Make sense?
Ok first post
Im thinking of having each place on the map have a strategic objective.
Everyone starts on one map edge and gets 1 location to start with. Or maybe we each get 3-5 not really sure yet.
So My current ideas for the strategic objectives are as follows.
Mines - Controlling a Mine of Soul Stones can be a great boon in the World of Malifaux. For each mine you control gain +1 Soul Stone to you Crews maximum limit
Grave Yards - Unlocking the mysteries of the Grave allow you to learn valuable Secrets. For each Grave Yard you own draw 1 additional Control Card every Turn.
Factory - The Steam workers of Malifaux are a powerful force in the World, their craft can be invaluable. For each Factory you control you may give one model in your army Armor 1
Armory - Guild Armories are often under tight guard, but anyone brave or desperate enough to take one will reap its rewards. For each Armory you own 1 model in your Crew Gains the Paired Weapon Trait.
Forest - Filled with as much Danger as they are Mystical Powers, the Forests in Malifaux are no place for the weak. For Each Forest you control you gain a +1 to one Models CA value
Tavern - Taverns are a great place to recruit outside Help in Malifaux. For each Tavern you control you may recruit an outcast for 1 less soul stone. Outcasts may add 1 to their masters Soul StoneCache instead
Wow these seem super powerful. Maybe they need to be toned down, or maybe reduced to only one of each on the map, except mines? Or our games will get major power boosts.
Everyone starts on one map edge and gets 1 location to start with. Or maybe we each get 3-5 not really sure yet.
So My current ideas for the strategic objectives are as follows.
Mines - Controlling a Mine of Soul Stones can be a great boon in the World of Malifaux. For each mine you control gain +1 Soul Stone to you Crews maximum limit
Grave Yards - Unlocking the mysteries of the Grave allow you to learn valuable Secrets. For each Grave Yard you own draw 1 additional Control Card every Turn.
Factory - The Steam workers of Malifaux are a powerful force in the World, their craft can be invaluable. For each Factory you control you may give one model in your army Armor 1
Armory - Guild Armories are often under tight guard, but anyone brave or desperate enough to take one will reap its rewards. For each Armory you own 1 model in your Crew Gains the Paired Weapon Trait.
Forest - Filled with as much Danger as they are Mystical Powers, the Forests in Malifaux are no place for the weak. For Each Forest you control you gain a +1 to one Models CA value
Tavern - Taverns are a great place to recruit outside Help in Malifaux. For each Tavern you control you may recruit an outcast for 1 less soul stone. Outcasts may add 1 to their masters Soul StoneCache instead
Wow these seem super powerful. Maybe they need to be toned down, or maybe reduced to only one of each on the map, except mines? Or our games will get major power boosts.
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