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Author Topic: New Fortune Cards for Pulp Alley  (Read 8465 times)

Offline Wolf Girl

  • Mastermind
  • Posts: 1424
Re: New Fortune Cards for Pulp Alley
« Reply #30 on: 24 July 2014, 03:32:03 AM »
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.


I think you're right about Wrong Place. It's one of those mean cards that may be a little too "mean". I like the fact that the cards are fun but don't have a HUGE impact on the game. The timing of the scenarios are so tight, that card could definitely change things.


Mila Phipps, Pulp Girl
mila@pulpalley.com

Offline FramFramson

  • Elder God
  • Posts: 10810
  • But maybe everything that dies, someday comes back
Re: New Fortune Cards for Pulp Alley
« Reply #31 on: 24 July 2014, 03:43:29 AM »
I had some concerns about the card too, but it was more a logistical one of what to do if terrain conflicts with the move (which is not impossible to resolve, but maybe precludes it being on a card).


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 #32 on: 29 July 2014, 11:00:16 PM »
I had some concerns about the card too, but it was more a logistical one of what to do if terrain conflicts with the move (which is not impossible to resolve, but maybe precludes it being on a card).

Yup, another good point.

We're really enjoying these new Pulp Alley cards, but we need to cut it down to 10 cards.

Based on playtesting and feedback it looks like Wrong Place and Switcheroo may get dropped.


THANKS

 

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