Exploring the Design Space

In this blog I'll share some ideas about how a board game can be expanded. My main interest at this moment is Eldritch Horror, but this may change in the future.

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Just a steel town girl on a Saturday night

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Mania
Condition - Madness

Front side:
You can perform the same action more than once during a round.
All actions you perform during a round must be the same action.

03.08.2017 update: I have just realized that the above is broken with all the "Do something, then perform 1 additional Action" Actions.

(Back sides pending.)
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Tue Aug 1, 2017 10:40 am
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Amplified (Mis)Fortune

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Karma Amplification (Mythos - Yellow, Normal)
Each investigator that has a Cursed Condition, gains a Cursed Condition.
Then each investigator that has a Blessed Condition, gains a Blessed Condition.
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Fri Jun 3, 2016 1:36 pm
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Alternative "Ashcan" Pete - WIP

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"Ashcan" Pete
Investigator

Action: Move 1 space along a Train path, then perform 1 additional action.
Passive: Treat the top card of the Asset discard pile, as a card in the Reserve. When you discard an Asset, put it on the bottom of the discard pile.

Starting possessions: 1 Duke Unique Asset, 1 Guitar Asset

Design Notes:
The bum's trademark active skill is weaker than Silas's because there is a smaller number of Train paths compared to Ship paths. To amend this, Pete gets another weak skill from the Guitar - the same "music" ability Jim Culver has.
The passive skill is supposed to cover for Pete's jury-rigging and improvisation proficiency.

Referenced Cards:
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Guitar (Asset - cost: 1)
Item
Action: Each investigator on your space recovers 1 Sanity.

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Duke (Unique Asset)
Ally - Character
Effects: ToBeDetermined


Work in progress.
I have yet to come up with a set of effects that would be worthy of Duke.
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Tue Apr 26, 2016 9:10 am
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Alternative Amanda Sharpe - WIP

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Amanda Sharpe
Investigator

Action: If you do not have a Talent Condition, gain 1 Talent Condition.
Passive: You may have up to four Focus tokens.

Starting possessions: ToBeDetermined

Design Notes:
While I have no idea how the official Talents will work, they surely sound like something Amanda Sharpe would specialize in.

Work in progress.
The Talent idea is crazy speculation at this point. I guess not much can be done until we get another preview.
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Mon Apr 25, 2016 1:21 pm
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Alternative Jenny Barnes - WIP

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Jenny Barnes
Investigator

Action: If you have exactly 1 Sanity, recover 1 Sanity. Then, if you have exactly 1 Health, recover 1 Health. Then, if you have no Focus, gain 1 Focus.
Passive:
From gallery of Ignipes
: Gain a Funding Condition.

Starting possessions: ToBeDetermined

Design Notes:
AH Jenny Barnes was build for versatility.
I always wanted her to have the ability to repeat the same Action second time, but in the meantime Marie Lambeau got such ability.
The above action was inspired by her "Isabelle's Letter" starting item from Mansions of Madness. Jenny has noble motives and these give her strength and inspiration.
The passive ability was a no-brainer, but I'm trying to design a a Trust Fund Unique Asset as another option.

Work in progress.
I think the active skill is too weak, and I would like to add a fourth, similar, effect.
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Mon Apr 25, 2016 10:47 am
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Alternative Dexter Drake

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Dexter Drake
Investigator

Action: Choose Glamour, Incantation, or Ritual. Then gain 1 Spell that has the chosen trait. Then discard 1 Spell.

Passive: When you pass a Lore test while resolving a Spell effect, add 2 successes to that test result.

Starting possessions: Ritual Candles Asset, Secret Page Asset

Design Notes:
I didn't want to have Dexter start with a specific spell. For a while I toyed with an idea to have him start with any Spell he wants. In the end, he got a random Spell through Secret Page. He has the tools to turn it in to a Spell he needs.
I'm most proud of the passive ability. It doesn't help him to pass the
From gallery of Ignipes
test, but when he does he gets a better additional effect.

Referenced Cards:
Spoiler (click to reveal)
External image
Cards for reference borrowed from JonBen's image and from callofcthulhu.org.uk image bank.


What do you think?
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Thu Apr 21, 2016 10:13 am
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Changed Condition

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Can a Boon condition have negative effects?

I think it can, as long as it's investigator's choice to have bad stuff happen to him.

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Changed
Condition - Boon

Front Side:
Roll 1 additional die when performing tests.
Once per round, when resolving a test, you may add 1 success to your test result. When you do, flip this card.

Back Side 1:
Regress to the Mean
Your supernatural luck had just ran out.
Discard this card.

Back Side 2:
Drained Proficiency
You gave your all and strained yourself. Impair the skill you have just tested.
Then flip this card.

Back Side 3:
Karma Balance
This incredible luck must surely have some cost. Gain a Bane condition.
Then flip this card.

Back Side 4:
Supernatural Attention
Spawn a monster on your space and immediately encounter it. After the encounter if you haven't defeated the monster, gain a Pursuit Condition.
Then flip this card.

Design Notes:
I tried for this to be somewhat on par with Blessed Condition.
I think 1 additional die in every test, is comparable to Blessed's more-successes-per-die in every test.
Changed should be better when you have a small number of dice, Blessed is better otherwise.
However, Changed can guarantee a success in most situations, while Blessed "only" makes the success very likely.
I tried to make a price for such warranty painful enough to discourage abusing the supernatural luck.
Blessed also gives you a bonus if you would get another Blessed, which isn't the case here.

What do you think?
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Thu Apr 14, 2016 9:59 am
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Promise of Power - guess work

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In the low resolution picture contained within the Signs of Carcosa announcement I have found something that looks like "gain a Promise of Power Condition".
This got me really excited and I would like to share what I think this condition might do.
In the next few months we'll find out how much of this was right.

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Promise of Power
Condition - Deal

Front Side:
From gallery of Ignipes
: Roll 1 die. On a 6, you get your promised reward; flip this card.

Back Side 1-1:
Arcane Mastery
Improve
From gallery of Ignipes
twice. Gain an Incantation Spell, a Ritual Spell and a Glamour Spell.
Then discard this card.

Back Side 1-2:
Immeasurable Wealth
Improve
From gallery of Ignipes
twice. Gain any number of Assets of your choice from the reserve with total value less than or equal to your
From gallery of Ignipes
.
Then discard this card.

Back Side 1-3:
Otherworldly Knowledge
Improve
From gallery of Ignipes
twice. Gain a number of Clues equal to your
From gallery of Ignipes
.
Then discard this card.

Back Side 1-4:
Inhuman Strength
Improve
From gallery of Ignipes
twice. Deal damage equal to your
From gallery of Ignipes
divided as you choose among any number of monsters.
Then discard this card.

Back Side 2-1:
Profane Favour
Discard any number of Conditions and Impairment Tokens, restore your Health and Sanity to their maximum values, then gain a Blessed Condition.
Then discard this card.

Back Side 2-2:
Unnatural Perfection
Improve each of your Skills.
Then discard this card.

Back Side 2-3:
Instruments of the End
Gain 1 Artifact.
Then you may advance Doom by 1 for each Artifact in your Possession. If you do, gain 1 Artifact. You may repeat this process any number of times.
Then discard this card.

Back Side 2-4:
Unspeakable Bargain
You may gain a Dark Pact condition. If you do, solve the Active Mystery. Otherwise, advance the Active Mystery by 1.
Then discard this card.

What do you think?
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Wed Apr 13, 2016 2:18 pm
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A Big Hole In The Sky

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-----------------------
Suppurating Rift (Mythos - Green, Hard)
Ongoing
Treat this card as a spawned Gate.
When a monster would be spawned at this Gate's location, instead spawn it on a random space.
No effect can move a monster or an investigator to this Gate's location.
This Gate has all the omen symbols.

When this gate is closed, discard this card.

Clarifications:
When this card enters play, it spawns a monster, as usual for a new gate.
As you can't move to this gate's location you can't close it via Other World encounter. However, there are several effects that allow investigator to close any gate - all these can be used.

Design Notes:
This idea could also be executed by printing the gate "token" on the mythos card. That way, it would be harder to forget about this extra gate.


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Wed Feb 3, 2016 11:58 am
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Time Travelling Elephants

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I love the time travel theme. "Butterfly Effect", "Next", "12 Monkeys", and "Predestination" are among my favorite movies.
Ever since I played the "Lost in Time and Space" scenario for Mansions of Madness, I have hoped that FFG would introduce Time Machine to Eldritch Horror.
So far, I have waited in vain. So I decided to come up with my own version.

Two main uses for the time machine are:
1) messing with the history
2) getting more time for your tasks

1) would be hard to implement in EH so I went with 2)

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The Time Machine (Artifact)
Item - Device

At the beginning of the Mythos Phase you may return this card to the box. If you do, immediately end the Mythos Phase.
At the beginning of the Mythos Phase, investigators may spend
From gallery of Ignipes
clues as a group. If they do, you may discard this card and immediately end the Mythos Phase.

Clarifications:
You don't draw or resolve the Mythos card, but effects that occur at the end of Mythos phase (e.g. Mystery solving) still happen.

Design Notes:
This basically has "Take an Extra Turn after this one" written on it.
The problem is, this effect increases in power with more investigators. I don't have a satisfying idea to balance this, yet.
I have included a cost suggested by Boian Spasov to balance this.


While you're travelling in time you may encounter some big game.
For such occasions I propose you this:

-----------------------
Elephant Gun (Asset - cost: 4)
Item - Weapon
Once per round, you may gain +5
From gallery of Ignipes
during a Combat Encounter. If you do, reduce the Monster's toughness by 1 to a minimum of 1.

Design Notes:
Besides test modifiers, each monster encountered has three numerical stats: damage, horror, and toughness.
While we have quite a few cards that reduce horror and damage, toughness was omitted from such effects.
I suppose FFG wanted to avoid players thinking that toughness is reduced permanently.


What do you think?
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Tue Feb 2, 2016 12:13 pm
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