Anthony Gill
United States Plano Texas
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In the original Death Angel, the board was littered with "?", "!" and Angel Wing squares. In the 2nd edition, these icons will go away.
(Note: One of my previous posts referenced the Angel Wing chart. I will revise that post in a while)
Death Angel 2nd Edition will come with 74 Location Tiles. There are four types of Location Tiles:
30 x Item Location Tiles - This tile shows a location on the board. If your character ends his turn on this space, he gains an item. This tile replaces the "?" and "!" locations.
30 x Angel Appearance Tiles - This tile shows a location on the board. At any time during another player's turn, you may spawn Angel at this location. This tile replaces the Angel Wings space.
10 x Time Advancement Tiles - This tile does not show a location. Instead it shows time advancing. All players must immediately play a Shattered Memory card from their hand face-up in front of them, adjusting their karma according to the value of the card. If a player does not have any Shattered Memory cards in his/her hand, one should be drawn from the top of his subconscious deck. (Thus it's better to have several in your hand so you can choose the most beneficial one). The Time Advancement tile is put aside to mark the passage of time. Once 7 Time Advancement tiles have been revealed, the game ends.
4 x Sancuary Tiles - This tile shows a location on the board. If the player begins his turn on this space and spends his entire turn there, he regains 5 wounds, gains 5 courage, and draws 2 Shattered Memory cards.
All players begin the game with 7 location tiles, all of which should be kept face-up behind a screen that will be provided with the game. Whenever a tile is used, another should be drawn immediately to replace it.
Using this new tile-based system rather than the standard board icons provides several improvements:
Better motivation - Players will have a purpose to moving to specific locations, rather than aimlessly wandering around the board with all "?" locations being equal. Using location tiles, playesr will likely plan a route around town.
More interactivity - Instead of knowning exactly where Angel might spawn, players will always be on edge wondering when someone will play Angel on them. Alternately, if you have Angel Appearance Tiles, you can feel more at peace with the thought that she is less likely to spawn in that area, since you control some of the spawning tiles.
Better time management - Players will no longer have to advance the clock. The Time Advancement tiles will automatically do this in a more natural way.
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Michael Kefauver
United States Saint Charles Illinois
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The Sanctuary Tiles sound great, but I think they could unbalance things. Imagine a two player game where your opponent draws all four. That's a net difference of 20 wounds and courage, and 8 free draws that you never had a chance to get access to. Maybe Sanctuaries should be played face-up when drawn, so there's a rush? Or each player gets dealt one at the beginning of every life/the game?
Also, a quick question about the angel tiles. You said you can play them at any time... doesn't that mean I can wait for someone to step next to/on angel's space and go "HA!" and have him instantly be ambushed by the (apparently) invisible Angel? She doesn't seem to be the lie in the grass like a snake type to me, at least. It also seems like after a few games it's just like the angel wings were printed on the board (As people learn the spawn areas, at least the general ones), except they're triggered once. Once someone's played all the angel spawns in one area of the board, what's stopping me from rushing there so I'm safe to all but the die rolls? Likewise, being safe from Angel because I happen to hold the spawn tile seems... untheme-y. Maybe there should be multiple for every location, so you could think "Ah-ha, I'm safe" Only for Angel to pop up anyway?
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