In reference to AtomPunk, the WIP caravan progression wastelands game that I am developing,
http://www.bgdf.com/node/5354
http://boardgamegeek.com/thread/696179
I am looking for card caravan element ideas. In keeping with the Fallout style theme for a wasteland style group of units that are moving onwards to better places. If you cant be bothered to read the above posts, then the game revolves around 6 caravan elements in front of each player. These can add resources (Fuel or Water), effects (smog, stuck, imobilised, increased production, decreased production, progression bonuses) or combat bonus to other carvan elements (which can extend to a number of places either side of them) or can extend to the whole caravan, cards can have game-changing ideas similar to magic the gathering.
Some Types Of Units We Need
- Leader/hero units (Converted Train Engines, Trucks, Cars, Wanderers)
- General resource units (that add a standard power bonus either side)
- Combat units (that either give a caravan-wide bonus, or relative space bonus (eg 2 spaces either side) or perhaps even a team bonus (every player as it is a co-op game) )
- Special Units. Multi-part units, units giving very special game-changing abilities, very interesting abilities etc
- Baddies! They have a certain toughness and attack specific caravan places (place 1,2,3,4,5,6) or perhaps more? They can require resource as well as combat value to kill or even special conditions?
Examples
The Ol' Steamer: Leader unit, road-converted steam engine
Solar Harvester: Produces fuel everyturn except if any other elements have "smog"
Dew Colector: +1 Water
Runs on anything: +1 fuel every time a monster is killed by this caravan
Cloud Burster Rockets: +1 water. +1 attack - up to 5 places to the right. Produces smoke.
Gun Battery: +2 Attack up to 2 places either side
The Wringer (TM): +1 water every time a monster is killed by this caravan (+2, if the expedition has a water purifier)
Wasteland Pioneers: No effect (just lots of standard power bonus)
Blind Pete: Leader Unit - +6 standard power ONLY to the right.
Haywire Rats: Monster - generic
Crazy Robo-Emus!: Monster low hit points, high chance of destroying a caravan element
Mrs. Reynolds Fixits: Engineer unit, can fix destroyed elements - must have buxom engineer girls card art
Laser-a-tron: Super combat damage that applies to only a few locations. If there are "Neutrino Traps" as another element in the carvan, the combat bonus applies to all elements.
Even if you aren't bothered with the game rules specifically, please just slap down a few ideas, and I will most definately build on them :)
Pathetic Wanderer - I love that idea, that's cool - will be using that :)