I've been considering with Bighab the idea of adding a 4th Westeros deck to the game, like in the AFFC 9player fan expansion, but with different cards than these.
The 4th deck will be played as a real 4th so just after the usual 3 events. First 4th deck card will be played in Turn 3 ! Not Turn 2 as usual, avoiding early built-up interference with these special events and conditions.
But I still want to design 10 cards of which only a maximum of 8 cards may hit the table during a single game, depending on how long it goes.
So it should be 5 cards with rather a gaining effect for players and 5 cards with rather a losing effect, to make sure its not badly off spot for each individual game. It'd also would be possible to make a certain amount of cards with both a gain and a loss on itself, like having 4 good ones, 4 bad ones and 2 with effects that even out on the card itself. Or any other similar constellation like 3/3/4.
Cards should always affect all houses alike, so it should be general effects, not ones that may have different outcomes due to individual starting conditions/locations, like geographical differences.
If possible it should rather benefit players that are put down at the moment, struggling to keep up with the course of the game, instead of giving additional benefits to the already well-doing houses that lead the board.
Also, cards should always have some sort of effect (thats why they often have two effects at a time, an immediate one and an ongoing one through the next turn), so that certain cards are not turned completely ineffective by other existing cards in combination (like Feast for Crows or Storm of Swords or noone having any power left as there just was a Clash and/or Wildling attack).
I made some cards up already, just what came to my mind first, making some examples of that. Bighab already confirmed he liked most of these, but I'll dump a few anytime there are better ideas. There is no 10th card yet at all.
If my other PBEM players agree we may testplay this deck in our next 4 player AGOT Mod game when we start over (Turn 3 in second run right now), so there is abit of time until then to consider and design that deck.
Here are my ideas so far:
1 - Pirates & Bandits: Each player loses one fifth of his gold +1 (for rounding up and making it at least one) if he has any.
Consolidate Power orders yield one power less this turn.
2 - Choppy Seas: Each player loses one ship (in Iron Throne order). Strength of ship support per territory is halved this turn (rounded down).
3 - Schemes: Each star order you are using this turn has to be paid by 1 power.
(deduced after revealing orders, max amount of star orders still determined by Kings Court)
4 - Wolves on the Prowl: Each player must downgrade one knight that is not inside walls (fort/city/stronghold). If unable to downgrade (out of units) the knight dies, he is save if all his knights are inside walls.
Supporting knights provide only one point of combat strength this turn.
5 - Large Crops: Each Player gains one level of supply on the tracks until the next supply adjustment. Wildling strength (if any) doubles !
6 - High Taxes: Collect power as for a Game of Thrones. Each Consolidate power order yields an additional power token this turn (bad luck if Feast for Crows is up).
7 - High Council: Each player MAY discard one of his house cards from his hand. Wildling Strength (if any) halves !
8 - High Moral: Troops marching with high spirits this turn, adding +1 to any march orders existing modifier.
(effectively negating the -1, making the regular to a +1, and turning the +1 to a +2)
9 - Outlaws & Mercenaries: Lose control over any area that is not a city or stronghold and has no units present.
Each player may pay up to 2 power for additional combat strength this turn for any single battle.
(strength of the same amount as power paid, 1 or 2 - Fiefdoms decides order of using)
10 - ?
Last edited on 2008-12-01 06:10:47 CST (Total Number of Edits: 4)




































