All physical work can be found on pages 10 - 11 in my black sketchbook.
As I mentioned in my main post about the role of mission cards in my game, every mission card has displayed at the bottom of it a reward that players can use if they succeed at that particular mission. As is the case with most of my work, I brainstormed what some of these rewards could be in a list form in my sketchbook. The list below is what I came up with:
Sketchbook page 10:
Remove one success marker from your 'Rival'
Force an opponent to re-roll
Allow one extra roll on your next mission
Add +1 die to your dice pool
Steal a die from a player of your choice
Change the number on one of your die faces next mission
Force an opponent to take on another mission
Add one die to an opponent's mission
You are only required to achieve two out of the three numbers displayed next mission
If the total of your next three rolls equates to the same value as is displayed, it counts as a success
Add two dice to your dice pool
If your next roll are all doubles, it counts as a success
Steal one success from a player of your choice
If your next dice roll features at least one 'six', it counts as a success
SUPER SUCCESS - achieve all your numbers in one throw
You can aid other players if you wish
You can only use each success reward once
Roleplay elements - "Yee haw"
Where will your game be played?
Different modes of play
What did we learn? (From the playtest session)
To set up different modes (easy, normal, hard) depending on the amount of missions
To instigate roleplay into the game, encourage people to play as their assumed characters when presenting players with their character card
To add the 'Sheriff' and 'Mayor' tokens in games with more than 2 people
Create 'reward' cards so people remember what they can use - they can only use them once
Remember that you'll need a Hell of a lot of D-6s
Sketchbook page 11:
Have 2 sets of numbers to achieve a success
Make a custom font
Really think about card design - manilla with stains and rips
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