Vikings fighting for the glory of their god

 Copyright Eric Pietrocupo


E-Mail: ericp[AT]lariennalibrary.com


Game

Game Rules

Game Development

Expansion Ideas

Page: Main.Expansion - Last Modified : Sun, 20 Oct 13 - 1141 Visits

While revising the rules of the game, new ideas for expansions has appeared. I will dress up a list of the idea that could be used for expansion. Even if it's called an expansion, any expansion material will be given for free for people who purchased the electronic game. It's only for those who have a physical copy of the game that will have to purchase the expansion. Take note that many of the rules below has not been tested.

Refined Knowledges

There will be a second copy of the knowledge. When the same knowledge has a public and private copy in play, the public copy is removed. The new private tech is like a refined version of the same tech

Legends on Rumor Cards

New rumor cards will be associated to one of the 6 legends. If collect a rumor card where it's legend match the card of another player, you steal his rumor card to make sure the legend stay consistent.

New Buildings

There will be 3 new buildings that will power up 2 different track by 2 points, but they do not score victory points every turn. They will only score points if they are destroyed. They are only destroyed if an invader attacks the target city.

New player buildings

New buildings specific to a player's color will be available for construction after invasion. Here are their effects. (You can already try them with the "Special" building supplied in the electronic version)

  • Palace (or Castle): When a palace is in play, each city score 2 points instead of 1. If the palace is captured, all that player's units are removed from the board. During invasion, the amount of troops to sacrifice is doubled when invading a Palace.
  • Market: Each enemy city adjacent by road to your market will receive 3 production points during their production phase. The owner will receive 2 production point for each road adjacent enemy city during his production phase. A similar idea is to make the market work with navigation routes. The more routes you have, the more points you received.

Trait cards (not sure of the name yet)

After and invasion, and at the beginning of the game, each player will draw 3 trait cards. These cards are generally one time use special powers that can only be used once and that should last for the whole turn. The player never draw cards, he only discards and draw new cards on the next invasion.

Various kind of cards cold be found, there will be many cards that will affect combat or intimidation, give the same benefits as a knowledge for the whole turn, or boost some production tracks. But there will also be artifacts.

It's possible that only 1 card can be played per turn.

Artifacts

Related to the cards above, artifact are special cards you can place into play to get a permanent benefit. The benefit so far are only for production purpose (+1 in any of the 3 tracks) but it could get extended as special abilities or combat bonuses. Artifacts might also score victory points. Still, the special properties of artifacts is that they are transfered between players when a kingdoms is conquered or forced to surrender. Maybe half (round down) of the artifacts will be captured when taking a temple.

Wonders

This might be another idea that will fit on the trait cards. You require certain resources at the beginning of your turn and your next turn to built a wonder which gives you points, special powers or something else. It`s also possible that the wonders becomes unique building tiles that you can place on the board.

New Gods

1 new god might be added which will have the ability of drawing 1 trait card every turn. I cannot add too much gods because they must have unit Intimidation value and Odin must worth something, Else I'll have to change his card.

Mythical Creatures

In the Norse mythology, there is a lot of mythical creatures which are either demi-gods or divine entities. An idea could be to use these special mythical entity as special units. They will give a special ability when present in battle. In order to get rid of them, the sum of the pair of dice must be higher than a certain value written on the token. It is possible that the trait cards explained above could allow a player to spawn these new units.

Sacrifices

One idea is during the god power phase to allow players to sacrifice units to gain certain favor or mythological units. It gives players the possibility to increase their strength with special power, on the other hand, mythological creatures cannot control a city by themeselves. So a player must always make sure there is at least 1 army unit that sty in each city, so in lack of army units, creatures would die first.

Asgard influence board

This could be some sort of side board that gives various influence or special action a bit like a political conference. Not sure exactly what new dimension it could bring to the game. Maybe this is how you acquire all the stuff from the expansion.


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