I still want megaproject and artifact cards
Hahaha, yea, those would probably be one theme I would definitely be interested in trying. The problem would be balancing them.
First: Special resources and ores
Some cards, could produce a special resource. while not as practical, they could be used in some more powerful cards. Ores would be a normal resource, but a bit more unique.
Actually, with the set I was working on, I eventually came up with one special rule I figured may as well be introduced, specifically on this very subject. Normally, there's the 4 standard resources. I thinking of introducing a rule where you could have a 5th special resource that was spent only on certain things, but was treated in many unique ways. Usually you could only have one, and all "special" resources would be treated as the same resource category for the purposes of stealing, using, and generally effecting them, in addition to whatever special traits might be applied. I honestly wanted to avoid too much in the way of special resources, instead having a floating pool of unique resource, that would be useless until you played cards to define it.
First: Miner is able to produce Ore instead of stone every third turn.
Ore could be processed into metal by (X) ing a unit and paying 2 wood or having magma available. Furnace worker would be edited.
Ehhhh, this seems like a bad idea. I appreciate the thought, but we hardly need to make more difficulty in getting stone, and adding more resources is always dangerous.
First: Special resources:
Deep Ore: This is a special Kind of Ore. It can only be processed by having magma available with a special method, as part of an Artifact, or by a Legendary dwarf
Gemstone: This special Stone counts triple for meeting nobility mandates. It is a valuable part of many artifacts
Rare Metal: This metal is processed from Deep Ore. Currently, no use other than artifacts.
Alright, Gemstone is interesting, Deep Ore is... Deep Ore, not really that spectacular, and Rare Metal is just yea. Again, see the above on special resources for my thoughts here.
First: New mechanic: Creature rows, similar to the military mechanic posted in the RAM thread. These could be activated by some card. Creatures in the second row could not melee and could only be attacked if the front row is open. Changing row would (X) the creature, and some creature actions would only be available if the creature is in a certain row. Some creatures would be limited to a certain row. Basically, think of this as the "outside the fortress melee defenders" and the "inside the fortress other guys.
Actually, having military mechanics might be interesting, and would certainly solve the whole ranged things, and certain other things... and it would probably make it less difficult than what I wanted to do. However, it would require some complicated rules, so... really, interesting choice. Perhaps a card that would allow you to define any number of creatures as being under it's umbrella protection (Max your current number of creatures-1) and as long as there's something other than them to target, they must do so would help.
We so definitelly have to do something like this.
My thought of probable artifacts:
[Artifact event]
{Ongoing}{Unique} - only one a game
{Item} - Attach to a dwarf. It he dies, this card is destroyed
At any time you can pay any amount of resources, they don't have to be payed all at once and when playing this card
If a total of X wood Y stone and Z metal is acheived
this happens:
event
Hmmm, it could be refined. The item tag is actually something that would be REALLY useful, and I am now officially adopting it. Congratulations. Honestly, I can't see why I didn't think of that when it should've been obvious. As for the rest, payment over time... I'd say actually making it you must pay X resources at every beginning of your turn or card fails (and dwarf goes insane!)
As far as the unique tag, I'm guessing it means you can only have one copy of this card in a game? What if someone else plays the same card? What if you play it again? Those would have to be defined. I'd say unique tag should indicate: Once this card is played, no other copies of this card can be played. Perhaps add additional definition in for artifacts with over-time construction that they are not "played" until they're finished? Artifact Event is a bad call personally, just leave it as event, and shift Artifact to being a tag as well.
[Planepacked]
{Artifact event}{Unique}
{Item}
Artifact required resources:
(s)x20 (m)x5
When completed, this makes your FS <20>
(X),(w/s/m)x1: Add <5> FS
Your masons add <1> more FS per activation
If at any time you reach <100> FS you win the game
good?
Oh dear god no! I mean, it's a maybe, if you figured out how to balance the requirements I guess it would pretty soon become really really difficult to play, but one, no game is currently going to go that long (Something I might try and change tbh) and 2: Instant victory is something to be wary of. If a card just declares "you win" MAKE SURE IT'S A LOGISTICAL NIGHTMARE. This card is just a matter of having somethings that can -(X), and a lot of (w/s/m), plus masons will help... barely. More the first part. Especially since you could just be passing people and letting this thing heal like, 80% or so of damage you receive if you do get it played. This thing would probably be better as a weapon if anything.
Also, it's an Event, it can't be (X)ed or -(X)ed. That implies that artifacts should be redefined into constructions (Which makes sense), unless they grant their abilities to the creature they're {item}ed to.
So... yeah.
Two new card types: Artifacts and Megaprojects.
Artifacts: a dwarf is (X)ed for turns specified on the card. After that, the dwarf is -(X)ed, and the artifact can be used. At the beginning and end, costs are specified: food for the beinning, other for the end.
Two associated cards:
Possesed Mood: On the next artifact you play this phase, you don't need to pay the food requirement, and
Fey Mood: The dwarf that is (X)ed for your next artifact produces one more of any resource it already produces as long as it is on the field
Megaprojects: similar to artifacts in that they are made over a course of time, however they are more powerful, are constructions, and and take many more resources.
Hmmm, not much to say here. I'd actually change all this around a bit... Moods could be an entertaining way to force creatures to try to make artifacts, especially if you could play an artifact card with it, and artifacts had penalties for failing to make them. Also, it might not be nice to have only dwarves get artifacts. I mean, it's still kind of fine, but... It depends. Making it a weapon that could backfire is definitely what I'd go for.