by Phillip Kilcrease
Woah hey. Now that I actually bothered to read this, it seems as though there is some crunk twisted number that represents the possibility that Hidden Dangers mags will be included.
@Clayton: The magnets should be compatible with the co-op mode based on current plans. And correct; you only need to order one magnet playset for $10 to play the game with the magnets. You will still need the draw deck from the game in order to keep track of what has been drawn and to have Effects and Interrupts to play.
will the magnet edition be compatible with the co-op version that will (hopefully) be released? And just because I'm posting already - I only need to order one magnet edition ($10) to properly play the game with just the magnets? Thanks Phil!
@Clayton: Good question. I don't send out surveys until just before the game is mailed out, and the info for how many extras to order is needed before then. I could send the surveys sooner, but people moving causes shipments to end up misdirected and lost more frequently.
Wouldn't it be easier to just ask on the survey how many copies of the magnet sets we want, instead of a PM?
@Derek- Yeah, those are very important considerations. Rest assured that we're taking them into account! I've been working on this project so long, that I cannot stand the idea of letting it be released sub-par. Thanks for noticing this.
@Gemi- Thanks! And, don't worry, these will be nicely edited before shipping.
Cool stuff with the new magnetic edition! Immediately upped my pledge to the new game + magnetic version pledge level.
What comes to these new expansion cards, you should run them through spell checking. ;) For example "that player removes any Hazards she own from the board" should read "she owns" and some instances of Conveyor Belt are capitalized and some are not. I know, they are a work in progress, but I thought to bring this up just in case.
Another thought--I am not sure if you considered this, but the balance of number of ladders/bridges should remain the same ratio or close to it, so when you add the new action cards, a proportionate number of basic pieces like ladder and bridge should be added to keep the balance or there will be too many actions. I am excited about the game and look forward to the updates. Thanks for the hard work you are putting in on this great game.
I am looking at the new card ideas. There will have to be rules in place for order of interrupt cards. For example, there are some offensive interrupts and there is the interrupt Mad Dash that prevents them from being played. Would it matter who played first? For example, the person before player A finishes turn, Player A is about to go, but before saying anything or doing anything, Player C plays Reverse Polarity. Like immediately after Player A is told it is his turn. Player A was going to play Mad Dash. Does his Mad Dash now counter the effect of Reverse Polarity? I don't think chaos of anyone can announce an interrupt at any moment works, unless there is a fair rule in place to deal with it. For example, if Player A plays Mad Dash, Player C gets to put Reverse Polarity back in her hand. I'm not fond of moments in game rules where someone has to say something first for it to count (like saying Uno, or "you didn't say Uno" first). Chaos without clear rules can create arguments.