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Author Topic: New Fortune Cards for Pulp Alley  (Read 8469 times)

Offline has.been

  • Galactic Brain
  • Posts: 9908
Re: New Fortune Cards for Pulp Alley
« Reply #15 on: 11 July 2014, 10:42:49 AM »
'Yer mean itsa fake !!!!
Play on someone who has control of a plot point and it returns to it's original setting.

Offline Valerik

  • Mad Scientist
  • Posts: 600
  • "...promiscuously brandishing a revolver..."
Re: New Fortune Cards for Pulp Alley
« Reply #16 on: 11 July 2014, 01:28:20 PM »
'Yer mean itsa fake !!!!
Play on someone who has control of a plot point and it returns to it's original setting.

I LIKE this idea, but not your outcome.

How about 'removes that plot point from the game, reducing the final score' instead?

Valerik
BGR

"Fart in the devil's face"
Martin Luther


Offline Elk101

  • Moderator
  • Elder God
  • *
  • Posts: 10792
Re: New Fortune Cards for Pulp Alley
« Reply #17 on: 11 July 2014, 02:43:07 PM »
Yer mean it's a fake! if used to relocate the plot point to its starting position could be used to drop a plot point into the lap of a waiting league, which isn't necessarily against the grain. If it removed the plot point it could potentially muck up a planned scenario. The idea, however,  is pretty cool! What if it relocated the plot point to a random location instead?

Offline Malebolgia

  • Scatterbrained Genius
  • Posts: 3850
  • Lost in Cyberspace
    • Paintoholic
Re: New Fortune Cards for Pulp Alley
« Reply #18 on: 11 July 2014, 03:02:24 PM »
Click...BOOM! -- Play: When an enemy model makes a Shoot attack.
Place a 3" Burst template over the character. The enemy character may not make the Shoot attack.
“What use was time to those who'd soon achieve Digital Immortality?”

Offline FramFramson

  • Elder God
  • Posts: 10810
  • But maybe everything that dies, someday comes back
Re: New Fortune Cards for Pulp Alley
« Reply #19 on: 11 July 2014, 05:30:15 PM »
I LIKE this idea, but not your outcome.

How about 'removes that plot point from the game, reducing the final score' instead?

Valerik

I think the Red Herring card is a better implementation of this idea. The number of minor and major plot points has been pretty carefully chosen to reduce the incidence of ties or awkward scoring, so destroying points might mess with this.

Also, destroying hard-won plot points or ones which are unclaimed but much nearer to your opponent, would really short-circuit a lot of the fun of the game, I think.

One idea I suggested in the playtesting forums was this:

It's Broke!

Play: When an opponent's character carrying a plot point activates.
Effect: Put this card on that reward card. The bonus text of that Reward has no effect for the remainder of the game.

I think this concept has problems. It's a very negative play experience and it's also very non-interactive. But something like this would be better as a starting point for playing with plot points than outright cancelling them.

Another idea I had was:

Marked

Play: At the beginning of the turn on a character carrying a plot point.
Effect: For the remainder of this turn, any characters attacking that character gain +1D for that attack. The character carrying the point point may drop that plot point to cancel this effect.
"Git 'im!"

Still not sure about this, because characters carrying plot points are already targeted heavily. But I think it would play a lot better.



I joined my gun with pirate swords, and sailed the seas of cyberspace.

Offline d phipps

  • Galactic Brain
  • Posts: 4655
  • Pulp Alley
    • Pulp Alley
Re: New Fortune Cards for Pulp Alley
« Reply #20 on: 13 July 2014, 06:58:21 AM »
I'm going to make some temporary cards for playtesting. There may be closer to 15 cards to start with, but we'll need to thin it down to around 10.

Anyone interested in helping?

Offline Mr. Peabody

  • Scatterbrained Genius
  • Posts: 2223
  • Canuck Amok
Re: New Fortune Cards for Pulp Alley
« Reply #21 on: 13 July 2014, 04:56:40 PM »
My printer is on standby....
Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
Peabody Here!

Offline gary42

  • Mastermind
  • Posts: 1229
Re: New Fortune Cards for Pulp Alley
« Reply #22 on: 13 July 2014, 06:21:49 PM »
Coming in 5x5... Confirmed...Standing by.
"They seek him here, they seek him... There he is!"

Offline FramFramson

  • Elder God
  • Posts: 10810
  • But maybe everything that dies, someday comes back
Re: New Fortune Cards for Pulp Alley
« Reply #23 on: 13 July 2014, 07:11:19 PM »
Ready Aye Ready!

Offline d phipps

  • Galactic Brain
  • Posts: 4655
  • Pulp Alley
    • Pulp Alley
Re: New Fortune Cards for Pulp Alley
« Reply #24 on: 16 July 2014, 04:29:30 AM »
I've got a couple pages ready to share.

Can you please make sure I have your email, if you'd like to test/review these new Pulp Alley cards? -- either PM or email me please.

Just a reminder, although I've prepared 16 cards, we're only going to keep 10.

Also remember that this is early playtesting, so most of these cards will change.



THANKS

Offline Mr. Peabody

  • Scatterbrained Genius
  • Posts: 2223
  • Canuck Amok
Re: New Fortune Cards for Pulp Alley
« Reply #25 on: 16 July 2014, 06:03:18 AM »
Got them, thanks. Will print them out and get a game going ASAP.

Offline gary42

  • Mastermind
  • Posts: 1229
Re: New Fortune Cards for Pulp Alley
« Reply #26 on: 16 July 2014, 06:20:42 AM »
And I, also!  Looking forward to dropping some on you very soon Mr. Peabs!

Offline d phipps

  • Galactic Brain
  • Posts: 4655
  • Pulp Alley
    • Pulp Alley
Re: New Fortune Cards for Pulp Alley
« Reply #27 on: 24 July 2014, 01:03:50 AM »
THANKS for the feedback on the new Pulp Alley Fortune cards. Glad you guys had fun.  :D

I'm really happy with how they are playing so far, so it's going to be tough cutting the list down to 10 cards.



HAVE FUN

Offline gary42

  • Mastermind
  • Posts: 1229
Re: New Fortune Cards for Pulp Alley
« Reply #28 on: 24 July 2014, 01:39:14 AM »
Agreed.  Three of us chose six total to remove if we had the choice.  It was difficult as they were all good.  Some cards were chosen that played well but maybe just slowed the action a bit.  None were really dealbreakers.  Mr.  Peabody has the list.  We did all really enjoy the interrupt cards and would like to see more of them.  I think all but one came out in play!

Offline Mr. Peabody

  • Scatterbrained Genius
  • Posts: 2223
  • Canuck Amok
Re: New Fortune Cards for Pulp Alley
« Reply #29 on: 24 July 2014, 02:06:19 AM »
Mr.  Peabody has the list.
Here you go...

The whole set of sixteen is pretty awesome, so it was hard choosing six that we would be willing to part with. But here they are, the six that we agreed we could manage to play without:

1. Wrong Place. While we found this card very humorous (it got played in two games), we agreed it has great potential to force a seventh turn or simply deny a play for a Plot Point and change a game with one card. Red Herrings already provide a similar effect but they do it better as the potential is known up front and the risk is shared between all players.

2. Give or Take.
We felt that the effect was just too subtle. The Challenge portion is a 2-success w/ one skill, so harder than usual and that makes the card tempting to hold on to.

3. Fightin' Dirty. Again, a subtle effect for a card with such a great name.

4. Switcheroo.
Is this a card you would hold in your hand, or simply cycle through and only use the effect occasionally? The Challenge portion could be more dramatic to make it more of a 'holder'... If this card makes it into the final selection, it was suggested to add "immediately" to the wording to make the timing of play as clear as possible.

5. On a Roll.
Potentially a great card, but we didn't manage to use its effect. At this point we are eliminating cards to get six candidates, this was a hard choice. I bet it will prove popular in play-testing.

6. Shenanigans.
What a great name! Like 'On a Roll', this ended up on our discard pile only because there were so many other great cards. An improved Challenge would make this a keeper for sure.




 

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