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Laura. D. Neal

Generic Mission Card Rewards

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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