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Simple Solo "Pandemic" style game

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knightshade
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Ok. To start off, I posted a new game design a while back about a "DR Game" which yielded no replies :(
It was pretty in depth... And there was a bit going on. I originally designed it taking inspiration from "Friday" and have since played (believe it or not) my first game of "Pandemic." Pandemic actually uses, what I assume, can be implied as the same disease types.
-black- Virus
-blue- bacteria/parasite
-red- cellular?
-yellow- fungi?
So I decided to borrow some components (the colored cubes) and redesign my game.

This is a very simple game idea, all the rules can fit on a single page. So bear with me, I'll get some IMGs up ASAP.

There are 6 cards, representing body parts (LIMBS), laid out to represent a body. A TORSO with a HEAD (above), RIGHT and LEFT ARM (either side of torso) and a RIGHT and LEFT LEG below the rest. For now, each corresponds with the number on one D6, HEAD being a "1" moving clockwise around "2,3,4,5" and TORSO being "6" (make sense??)

Components
- Limb cards (6)
- Deck (1x 40 cards)
- Wood Cubes (Red, Blue, Black, Yellow X 20ish each)
- D6 (eventually custom with 6 etched "limbs")

Deck:
- 5x each color (20) with no special rules
- 1x each color "Specialist" card
- 1x each color "IV" card
- 1x each color "Medicine" card
- 1x each color "Contagion" card
- 1x each color "Outbreak" card
= 40 cards total

Very simple game play explanation:

1. Separate the 12 Medicine, Specialist, & IV cards. Shuffle and draw one at a time, placing the corresponding colored Cube (Disease Type marker) on each body part. Place these cards in discard pile, shuffle rest back into the deck.

2. Draw one card to discard pile & roll dice. Place corresponding cube on corresponding limb. If Contagion or Outbreak is drawn, then apply their special rule (explanation below)

3. Draw 3 cards to hand, Discard 1. If a Contagion or Outbreak card is drawn, play immediately (in order drawn), these count as your discarded card. There is no max hand size... you'll be lucky to get more than 6 ever.

4. Play a max of 2 cards from hand. Contagion and Outbreak cards never go to your hand... they're bad.

5. Repeat steps 2,3,& 4. Reshuffle the deck a max of 2 times when cards run out.

- Specialist: Play next to limb cards. If matching color/disease type Contagion card is drawn, ignore effects and discard Specialist.
- IV: Remove one matching Disease type cube from each limb.
- Medicine: Remove all matching color disease type cubes from one limb. (Cannot be used on head)

- Contagion: Add one matching Disease type cube to any limb adjacent to currently infected limbs. They do double up, max of 3 cubes per color.
- Outbreak: Add one matching Disease type cube to any limb currently infected with that type/color.

Special Rules:
- If any limb has all 3 disease types, it becomes "amputated" and removed from play. Play cubes on mirrored limb, if amputated, play on torso.
- Head and TORSO cannot be amputated, if all disease types, you lose.
- Cannot use Medicine card on Head.

Goal of the game is to not kill the patient. A scoring system will be made to try to beat your high score.

Playtest Synopsis:
Very enjoyable, a bit of anxiety. Usually 1-2 amputated limbs. One problem is the game starts hard, and progressively gets easier? but this can easily be corrected. Probably because half the "good cards" start in the discard pile. So maybe the Specialist cards should be a one time use and removed from game.

Any feedback would be appreciated.. I'll try to doodle up some quick diagrams and such so it makes more sense.
What do you guys think? :)

knightshade
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Not too tech savvy anymore..

Just took some pics of my last playtest.
The 1st is general setup with the "good" cards seperated. The 2nd is after the first turn. 3rd pic is after the 2nd 'actual' turn. And the last pic is the very last turn.

I did forget to mention above that if your "patient" has 3 cubes on every limb of any one color, they die and you lose. I was battling the red disease all game after an outbreak and Contagion hit.. and for some reason kept drawing red cards for "the roll" which left not so many for me to use... which is what makes this so difficult at times.. The shared deck. So the last turn I decided to play a couple other cards instead of the red Specialist to rid the disease and score higher, as I thought the Red Contagion already hit. I was wrong... the red Contagion was 2nd from the bottom, which led to the red disease taking over and killing the parient.

This game was a bit different as I was battling one color all game, luck not in my favor. Usually it is a struggle between two at least.
This play test did make me realize two things.
1. Specialists cannot be removed from the game (as I played this time)
2. There does indeed need to be a hand limit as to not limit the deck of other colors. The hand limit needs to be 4 cards at end of players turn. (After playing 2 cards, but before rolling dice and drawing disease location)

Sorry.. not sure how to embed the pics and I usually went through Flickr for a link, but they changed things... And my Dropbox isn't public. So I had to upload them... hope that's ok.

Hopefully you get the concept. Any feedback would be appreciated. Thanks.

ruy343
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At first glance:

My only concern with a solo Pandemic-esque game is that it doesn't have the interpersonal element. Thus, it provides the same experience as a solo video game, with more work on the player's part to set everything up. What you've got going on here is pretty neat, and what you're doing is just fine for a playtest, but I worry about your ability to market it as a single-player game.

knightshade
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solo issue

I'm finding more and more online and with people at my FLGS that solitaire games are a bit up and coming. I've noted a few things, and also trying to comply with newer "modern game design principles."

1. A lot of people are digging fully cooperative games. As they can be played solo as well. I am usually pretty active on kickstarter and BGG but like the 3rd person perspective and view other people's comments. If I had a dollar every time someone asked "this is fully cooperative... can I play it solo?"
2. Many people's gaming groups have time for 1 or 2 games a night as time is limited. These groups also stick to a limited number of different games they play.
3. It is hard to appease 4+ people with different tastes in themes/elements.
4. People don't like wasting time with setup and the "fiddliness" that is associated. (I personally HATE clutter of any kind. Fiddly game counters drive me insane!)
5. This is also a very "lite" game that plays in under 30 minutes, with 3 components. Colored cubes, under 50 cards, and one dice. "Friday" is an example of such game which is, not so arguably, the most popular solitaire board game to date.
6. A lot of boardgamers seem to be biased to such, not playing many video games besides a few RPGS and occasional COD. I, myself, have a strong discord with video games... This could be a local thing?
7. People like to mentally challenge themselves, there are psychological applications for such, a puzzle of sorts, that spurs neuronal activity and helps with problem solving much different than video games.
8. Millions of people download apps such as candy crush for example. Why? To beat the game and beat themselves via a scoring system, and some compare these to friends via facebook. It's what keeps people coming back for more.

There are literally thousands of 2+ player board/card games. It is hard to truly invest in all the great ones and get much use out of them when groups don't get together more than once a week at best. It seems "lite" games and solitaire/1+ player coop games with Euro or highly thematic elements are the new trend. I, personally, believe this will grow as a defined genre all its own. At times I just want to turn off the TV and read a book or play Friday or another quick coop game myself. The difference is a solitaire game is much more engaging than a book, something I appreciate doing to veg out.

Thank you, ruy343, I appreciate the advice and opinion. There are other coop games I'm working on that are detailed and thematic. This is just my lite solitaire game.

I don't like games with a gamemaster, as I didn't grow up with them, it just seems to me as a crutch for poor game mechanics. Although more "personal" it is just not my cup of tea as I appreciate more modern design principles. There also has to be a good gamemaster, so these should stick to P&P RPGs IMHO.

I am also going back on the dozens of detailed game designs I've done over the past couple years; simplifying and eliminating unneeded mechanics and components. I'm also actively working on a thematic horror game that could use a game board and minis, but I cut it out and believe simpler is better. There are other ways to have directional movement without a board... plus they're bulky and expensive to self-publish.. :) I just don't want to design games with 10+ page rulebooks, 20 different chits, 10 types of dice, multiple boards/tracks, and a dozen different decks of cards each overloaded with stats/abilities. All taking an hour to setup/tear down, and even longer for everyone to learn the rules. Games are meant to be played. I have good games that I've had for years that I don't even know all the rules to (or forgot) simply because they barely see the light of day. I grew up playing MTG, pure strategy games, and classic board games. Hive is by far my favorite strategy game (beyond chess even) and is simply ingenious. It truly made me appreciate simplicity in an elegant fashion. (If you don't own it.. buy it!! Hive Carbon :D)

I went on a tangent... sorry. :)
With all this in mind, what do you guys think of my (now) aptly named solitaire game "Contagion"? It is a deck of cards, some cubes and a D6. Sets up in 1 minute, plays in under 30, and the "rulebook" fits on two sides of one playing card.

let-off studios
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Quick Questions

I wanted to have a look at this game, as I enjoy solo games. The photos you posted are helpful. But I still wanted to have some clarity first:

- What's the end-game condition? Is this like a press-your-luck kind of thing, so you keep going until you choose to not go anymore?
- How do you keep track of the number of times you reshuffle the cards?
- What's the scoring system?

knightshade
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1. The end game condition is

1. The end game condition is the patient (combined limb cards) surviving the end of the 3rd round (day) in the hospital. You are basically the Dr given a patient with combined ailments/diseases and have 3 days for them to survive. (thematic elements)

2. You keep track of the number of times you go through the deck (days) with a single marker on one card (should be the card in the upper left). Numbered 1-3, starting on 1, then moving to 2 after reshuffle, and 3 after last (2nd REshuffle) and then end game and score yourself.

3. The scoring system is not too high on my priority list as of now. It will score something as such: (lower the score the better!)
X- each different disease type X # of total cubes on limbs. 1 disease type scores # of cubes. 2 diseases doubles.. etc)
5 pts- each Specialist used/removed from play
10 pts- each limb amputated (happens when all 4 disease types)

Scores, I assume, should generally be in the 50-100 range on average.

You also lose the game if the head or torso have all 4 disease types at any time... they cannot be amputated. A negative end game condition. As long as the head and torso are intact at the end of round 3, you win.
You also lose any time there are 3 (max #) of cubes on every limb of one disease type.

I have also since added another card type, not yet named, but balanced the power of the IV card much better. A card of each color that adds 1 cube to all y "limbs." This is not.played during draw phase though, you can add it to your hand. If drawn during the "infection phase" (just before draw phase) you don't roll for an infected limb. You simply add one cube of the matching color to each limb.

This game plays super easy and quick. Choices do need to get made that affect win conditions. The above playtest in the pics, I lost, because I was unaware the red Contagion card had not been played and did not play my Specialist (you can only play 2 cards from hand in a turn). The Contagion was 2nd from the bottom which spreads and infected the body with red disease type, 3 on each limb, losing the game on the last phase.

The new card (outBURST??) also adds a complexity because you have to be aware not to let each limb get 2 of one type for long as the card might pop up and you'll instantly lose.

I'd say I the win/lose % is close to 50/50, but more like 40/60. I've played about 20 games so far, I'm at version 2.3 :P and it is really quite enjoyable IMHO.

If you have some blank cards laying around, colored markers, and Pandemic cubes, try it. It is 51 cards now (soon 52 total which is my goal. Last card is rules/aid)
20- General disease types
4- Specialist
4- IV
4- Medicine
4- Contagion
4- Outbreak
4- Outburst?
6- Limbs/body parts
1- Track (1-3)
1- D6
18-20X- 4 colors of cubes

knightshade
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Version 2.3 Rules

Sorry to beat a dead horse guys... hope this still gets read.

Game Setup/Turn order:
1. Lay out 6 limb cards, intact side up, amputated side down with green "Path of Contagion" arrows alligning.
2. Lay out Threat Track card, place marker on 1.
3. Separate all 12 "Positive Effect" cards from deck. Draw one at a time placing corresponding cube on limb, starting at Head, counter-clockwise to torso last.
4. Add above cards to discard pile and shuffle the rest into deck.
5. (Infection Phase) Draw one card to discard pile, and roll D6, adding corresponding disease type color to corresponding limb. (If Outburst is drawn, no dice roll, add one cube of that disease type to all 6 body parts.)
6. (Research Phase) Draw 2 cards to hand, Discard any 1 card. If a "Negative Effect" is drawn, play ability and discard (in order drawn). These count as your 1 discarded card. Outburst card goes to hand and is played as if a "Neutral Effect" card.
7. (Treatment Phase) Play a max of 2 cards. Specialists are played next to "Patient," not discard pile. You may play 4 cards of ONE color, or 4 of EVERY color, to discard pile as a single Wild "Neutral Effect" card.
8. Repeat steps 5, 6, & 7 until Draw Deck is out of cards. If fewer than 3, draw remaining, skip "discard 1 card." Move "Threat Track" forward, finish Treatment Phase, end turn, and Reshuffle Deck. Remove and discard any Outburst cards from your hand before reshuffling the deck.
*** There can only be a max of 3 cubes per disease type per limb, if Infection Phase rolls to place on such limb, use "Amputated Limb" rules***
*** During Infection Phase, Place cube on limb BEFORE applying card's effect***
*** The Head may not be treated with medicine and cannot be amputated (see "Lose Conditions")
*** Max hand size of 4 cards at end of Treatment Phase***

Amputate Limb= When there are all 4 disease types on a single limb (besides Head and Torso), remove all cubes and flip the card over. All further disease cubes post-amputation are to be placed on 'mirrored' limb; if mirrored limb is amputated, place on Torso.

*Positive Effect Cards*
Specialist= Play next to Patient. When matching color Contagion card is drawn, the corresponding Specialist is infected with these instead and is removed from the game. May also be played from hand as a "Neutral Effect" card.
IV= Remove ONE cube of matching color from ALL limbs
Medicine= Remove ALL cubes of matching color from ONE limb (may not be played on Head)

*Negative Effect Cards*
Contagion= Add one cube of corresponding color limb already infected to each adjacent limb marked with a green arrow. Max of 1 added per limb per color per turn, including matching Specialist in play.
Outburst= Add ONE cube of matching color to ALL limbs (special rules with going to hand might change)
Outbreak= Add ONE cube of matching color to each limb already infected with that disease type

*Neutral Effect Cards*
Draw to hand (Treatment Phase) or discard pile (Infection Phase) with no special effect. Play to discard pile.

Win Conditions:
* Last all 3 rounds (Days) on Threat Track until you cannot draw any more cards. If there are less than 3 cards to draw during Treatment Phase, draw rest of cards, play max of 2, and end game. Score yourself. The Patient survived and is discharged from the hospital!

Lose Conditions:
* The Head or Torso are AT ANY TIME infected with ALL 4 disease types
* ALL limbs are infected with 3 cubes of ONE disease type AT ANY TIME
* Final score is over 100 Pts (?)

Scoring: (Pts)
Total cubes on Patient X number of infected disease types
PLUS:
5 Pts- Each Specialist infected (removed from play=killed)
5 Pts- Each limb with 3 cubes of a single disease type for each Disease infecting it.
10 Pts- Each limb amputated

(Cheers)

let-off studios
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Feedback

Had a few go-rounds with this, and started becoming better at surgery. :D

Here's some feedback, including clarifying questions. Fair warning for the wall of text ahead, though your mileage may vary. :)

I also apologize in advance if I misread any rules. Clarifying for me in a response can help further playthroughs.

RULES CLARITY: I wasn't totally clear on whether or not I must discard a card every turn. Since there were times I didn't draw a Negative effect card on a turn and I had less than four cards total in my hand, I didn't feel the need to discard something all the time. Since I wasn't forced to play a Negative card, and I wasn't past the hand limit, I played it as if it wasn't a requirement to discard during every Treatment Phase.

If a player MUST discard one card every turn, then explicitly indicate they must.

On the other hand, if it's possible for a player to hang on to cards from one round to the next, then indicate this in the rules by writing that they "may play" cards on their turn if they wish (and when they're not forced to), and "may discard" cards at the end of the Treatment Phase. If a player is able to play more than one card on a turn, then explicitly write that. Finally, strictly clarify that they must discard down to a hand of four cards at the end of the Treatment Phase. That would cover all instances/permutations of card draws on a given turn, and allow the rules to apply to all game turns regardless of whether or not it's the first turn(s) of the game or later turns, or even days.

OBSERVATION - HAND CONTENTS: The player has very little (if any) incentive to collect cards of matching types right now, and in fact is instead trying to keep as many harmful cards out of circulation as possible regardless of colour. They're more likely to diversify their hand as opposed to collecting cards of the same colour because of this. It is helpful to discard the benign (non-ability) cards instead of collecting them for sets, since they have no negative effect on the patient in any case.

Maybe to incentivize matching colour collection, you can allow the player to remove one of the four cards from the game, then discard the remaining 3. Otherwise, I'll just hope to draw two negative effect cards in the same round, then hold on to the worst one of the two (and/or my current hand), discarding any benign cards I draw.

This presents a meaningful choice to the player: should I work to keep the lethal cards out of play, or should I "shoot the moon" and go for a set of matching cards so I can permanently remove one from play? Both offer different benefits, but the player can usually only go with one or the other.

SPECIALIST: Although this card doesn't necessarily count towards hand size, it's a limited-use card. I'd suggest allowing the Specialist to prevent the loss of any limb through a matching colour. For example, if I have the Blue Specialist waiting in the wings, and one of my limbs (including the Torso and Head) collects its fourth Blue Cube, I can discard the Blue Specialist along with the Blue Cubes on that limb to save the limb.

As the game is now (and as I understand it), the Specialists are used only when Contagion is drawn during the Research Phase. That's kind of rare, and I'd rather keep a benign card (that is, the Specialist) in the deck instead of waiting for that rare instance to occur. In other words, it's like the player wants to keep the Specialist in the draw pile - padding the deck with benign cards - instead of hoping it will eventually be useful.

OUTBURST: Why choose to have this affect the player during the Infection Phase instead of Research? Right now, it's the only Negative Card that affects the player in that Phase. To simplify things for the first Phase of the turn, keep Outburst as part of the Research Phase only, and remove it's ability to go into a player's hand in the Research Phase.

I didn't try playing the game with Outburst affecting the player in the Research Phase, though I think it would be interesting to see how it would turn out. Doubtless you've done this already and that's why you've changed things. I just haven't seen it yet.

OUTBREAK & CONTAGION: Just a clarifying question for these two cards: Do they have any effect at all if the patient has no cubes that match that card? For example, if my patient has been cleared of all Red Cubes, and I draw a Red Contagion card during the Research Phase, I don't have to add any Red Cubes, correct?

I'd suggest making these cards more lethal in these cases. Force the player to choose one body part to add one matching Cube of that card's colour if there are no Cubes of that colour anywhere on the patient.

This game is interesting. I played perhaps a half dozen times, and made it to day 3 only once, in a later play. I'm curious to see if there are any sure-fire strategies. I think they would have to do with hand management and keeping the dangerous cards out of play as long as possible.

Should you have any updates to the rules, please post them in this thread so I can update my own playthroughs.

Thanks for posting your game! :D

knightshade
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reply mishap..

My reply must not have gotten submitted correctly :(
Just want to say thanks for the enthusiasm and feedback about the game let-off studios! I really do...
I think there has been a bit of confusion with the gradual rule changes as well, and don't worry about the wall of text.. my mileage does vary :P I will start a Game Journal and transfer things over, and link it here. Just a heads up. ( all intensive purposes... Draw Phase=Research Phase.... Turn order in phases: Infection->Research (draw)->Treatment)

1. Yes. You must discard a card every turn. This has multiple benefits for the game as a whole. Of course you do not have to discard anything if one or more Negative Effect cards are drawn drawn. I have play tested this both ways and it is just best to discard a card every turn if no Negative Effect card is drawn. It is just too easy to fight off the diseases with few cubes without it.
- This helps cycle cards out of hand and back into the deck for the Reshuffle at the end of each "Day"
- It helps balance the difficulty of the game as well... It is already pretty darn hard by itself, but it keeps some disease types in play.
- It is a choice the player makes, it is a solo game, so it is all about singular choices. If you discard the wrong card then it leads to an emotional response later. "If only I didn't discard that damn black card!!! The Outbreak wouldn't have taken the Patient over!!"

2. Color/Set matching. This is interesting as it is actually not very advantagious to "collect" sets in your hand. Whether 1 of every color or 4 of a kind. This rule was made to flush the cards that aren't useful from your hand and back into the deck.
*The rule is: You may discard any 4 cards of ONE disease type, or 4 cards of EACH disease type from your hand as ONE WILD Neutral Effect card.
What was happening is that I would start getting a lot of (for example) Yellow cards in my hand, and not being drawn during the Infection Phase. Not many were being drawn during Infection Phase, because I had 4 sitting on the bench in my hand that I couldn't use because Yellow was not infection the Patient. The initial rule was to remove from the game, but I have since decided that they just go to the discard pile.
- Your idea is also interesting, to remove one of the cards from the game to alter the ratio of colors drawn. I have been trying to keep it a pretty close ratio myself, being Specialists are the only ones that really alter it.

3. Specialist: This is interesting, as I have not considered them to save a limb from amputation... I have also changed the rules for the cards, and altered the Specialist ability to better balance the powers of the Negative Effect cards. These rules are much simpler and add more depth of strategy

**Current "Special" Cards Abilities:**
Outburst: Place ONE cube (of matching card color) on ALL limbs that are NOT infected
Outbreak: Place ONE cube (of matching card color) on All limbs that ARE infected
Contagion: Follow "Path of Contagion" (green arrows on limbs) to place one cube on ANY NON INFECTED adjacent limb of an already infected one of that color. Max 1 per limb. If the matching color Specialist is in play, Specialist forcibly counters this card's effect (absorbing all cubes) and dies (remove from game). Only if Patient is infected with the color.
*Sounds complicated but is really super simple*

Medicine: Remove ALL cubes of card color from ONE limb
IV: Remove ONE cube from ALL limbs of card color
Specialist: Place next to Patient as an action. Remove Specialist from game (sacrifice) to COUNTER Outbreak or Outburst card effect of your choice of the same color as Specialist. (regard Contagion Rules)

* These rules actually play much easier. The Contagion/Specialist contrast is interesting as well. The Specialist absorbs all cubes.. the thing is, if Contagion's Effect is used during player's Draw Phase, and there are no cubes of the Contagion color, then the Specialist of that color would remain in play. You may also choose when to use the Specialist's ability. So if an Outburst card pops up that is not detrimental to the Patient, then you can risk keeping it in play. This also keeps the player from immediately putting the Specialist in play, as a Contagion card of the same color could pop up and kill the Specialist, with no real positive effect.
I found Contagion to be too weak of a card, there was no use for the Specialist to only counter it. Outburst and Outbreak were too strong with the previous rules.
This makes things more of a RPS sort of mechanic:

***RPS***
(R)Specialist->(P)Contagion->(S)Outburst/Outbreak

and IV works well against Outburst, Medicine works well against Outbreak... and vice versa.

The new rules also make it so the Specialist might not be needed if, for example. a Red Outburst is drawn, and infects every single limb with one cube, since none are infected. a Red Specialist is in play, but you have a Red IV card in your hand, you decide to play that instead... Attempting to keep your score higher as it costs 10 points to your final score for each Specialist removed from play.

These new ability changes also keep you on your toes. My last play test, I fought off Red and Black in the end of Day 2, only being infected with Blue and Yellow. I had 2 amputated limbs and thought I could make it through Day 3. I had a card draw of the 2 Outbursts, Yellow and Blue, infecting the Torso and Head with all 4 disease types, losing the game instantly. I could have countered one or both, but my Specialists had died in Day 1 of those colors. I used them prematurely which was a mistake.

So yes..... you are correct, during Research Phase (card draw) if the Patient is not infected with that color, no cubes are added and any Specialists live. But in the Infection Phase, you would add a cube to the rolled limb location, then add cubes from Contagion's card effect.
Same applies for Outbreak and Outburst. You ALWAYS add a cube to the limb rolled, THEN the card effect (If negative effect card only... positive effect cards are just discarded- including specialist)

So in response to your last advice, since we are both play testing the same game, I think we were basically having the same thoughts. Outbreak and Outburst have been changed and are indeed very lethal, especially Outburst.
You can taylor this to your liking of course... even when I do put this up on The Game Crafter as well. The card # and abilities are set... I just need art and a final, proofread rules after some blind play testing. (let-off studios is play tester #1 :P)
* It is pretty difficult as it is now. Try the newer card abilities, with force discard during Research Phase if no negative effect cards. Remember not to double up cubes... only 1 cube per limb per card effect (different from initial rules). But you have the game down pretty good. Thanks!!!
And to anyone else interested, I will write up a consolidated, revised set of rules in a new Game Journal soon.

Thanks again!

*edit* link to Game Journal: http://www.bgdf.com/node/15406

@let-off studios: I gave you a "grant" on it since you seem involved. Not sure what that does exactly.... but if it let's you post stuff, feel free! :D

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