My game has "spells" which are intended to give players an advantage in moving around the board quicker. Development Cards in Settlers come to mind.
In trying to refine this system I have a few questions that I'm not sure how to approach:
1.) how many spells should be in the deck (they don't get re-shuffled after use so there's no recycling). Right now I have 48 and we never come close to making it through the deck, and some spells never come up.
2.) how many of each type of spells should there be? Right now there's 4 of each type of spell. But maybe we should make more of the straight up Victory Points and less of the Defensive ones?
3.) should the spells be more or less balanced, or is it ok to put a few very powerful spells in there (using Settlers again I think of the Build 2 Roads and Monopoly card which allows you to take all of a chosen resource).
- Andrew
Those are great ideas BlueRift. I've been pushing for us to do a playtest where everyone gets one of each spell, but perhaps it's better to split them into piles and see which one people are more willing to spend tokens on.
The deck can only be completed once, there's no reshuffling of it. The general idea was that spells would mostly help someone clear the board quicker (which doesn't always mean win) although there a few spells that are just points.
I pulled out the Settlers development cards and looked at their distribution, and it gave me an idea. They have a lot of Knights cards, then a few of the others. I created a new spell, useful and common but not super powerful that we'll put into the deck somewhat disproportionately. I butchered the rest of the spells, removing some combining two into one in one instance where it made sense, and reducing the numbers greatly. Time for another play test! :)