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Planet Apocalypse: Proposed Rules Clarifications and Adjustments
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Anthony Rubbo
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May 25, 2020 - 10:50 pm

poondog said
Although now that you mention it, yes, we could have this issue on the Moonbase map, since the invasion tokens spawn on the gates and not the Lord directly. 

Yep, these little scenarios were all beautifully smoothed out by the as-written Shadow rules.  Just some additional work on timing was needed to be put in.  This new proposal is going the opposite direction in elegance.

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Sandy Petersen
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May 26, 2020 - 9:25 am

yes I guess I did mean that minions also don’t group together, until someone goes into the shadow. Except you would rarely have minions anywhere except on the Lord’s area. You’d walk into the shadow, face the lord, everything groups together in the Lord’s area, then when you leave all the minions you didn’t kill stay there. 

 

I am really not worried about the “hop into Helltime to teleport” thing. First off, most lords have a Menace which discourages this behavior. Second, I really don’t see that it’s that amazing of a trick to use. 

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Anthony Rubbo
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May 26, 2020 - 9:40 am

Well, that’s tremendously disheartening.  I don’t know what to say, except, I hope you reread everything I wrote about on the teleporting topic, and played the game exploiting it, typically against the most offending Lord.

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ville.mankinen
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May 27, 2020 - 2:12 pm

Maybe a bit off-topic for this thread, but as it was already brought up here, I have to say I’m not too worried about the Lord-teleporting either – except in the case of Lord Asmod! He is the only Lord that just gives you a clear benefit (+1 luck to a random hero) if you immediately leave Hell Time – and he also happens to be the one Lord that I think scales poorly in difficulty on different player counts. Against only two heroes, Asmod is almost as bad as Cthulhu thanks to his ability to control 50% of your heroes; whereas against five players he controls only 20% of your heroes each turn and becomes rather weak.

Now, your chances of succesfully exploiting the Lord-teleporting also increases with more heroes, as there will simply be more opportunities for it every turn. Against Asmod, with five players you can potentially net five extra luck each turn just by Lord-teleporting and placing the heroes in the right places; with just two players the most you can net is two extra luck per turn.

Combine these two factors and now Asmod becomes a cakewalk with a group of five smart players, whereas against only two players he remains very strong still. Considering that the difficulty of all the other Lords seems to remain pretty much the same regardless of the player count (thanks to the existing difficulty scaling mechanics in the game), it feels odd that Asmod works so very differently. I would not go so far to call him “broken”, but I really think there needs to be a way to stop players exploiting the Lord-teleporting against him.

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Gentilmago
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May 26, 2020 - 9:35 am

Hello,
I recently did a review of the game (in French) and i addressed this point at the end of my video.
I appreciate the fact that there is sometimes a double invasion token, but i prefer that it happens on the Lord’s area rather than with the demon of the 4th circle.

What I have proposed is equivalent to apply the rule #3, proposed by Sandy but without #2. This is how I play it now and I find it a perfect compromise and easy to apply.

 

What do you think ? I would gladly add a comment on my video with a suggestion regarding this house rule.

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Sandy Petersen
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May 26, 2020 - 9:40 am

Gentilmago, Do you not feel that my change fixes the double-invasion problem?

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Gentilmago
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May 26, 2020 - 10:16 am

Hello Sandy,
Yes, your changes are clear to me (i think) and fixes the double invasion problem.
I may have misspoken, i meant that I only use rule #3 because it seems to me to be a compromise between the rule in the rule book and your fixes.
I think that a double invasion adds challenge with a linear difficulty if the double invasion is on the Lords Area (and not with the 4th circle demon wich adds too much difficulty depending on the context)

I may have misunderstood so I made a drawing that illustrates the application of rule #3 only and #2 + #3 :

View post on imgur.com


I kinda like to have only rule #3 maybe because i started to play with double invasion 😉
Sorry for english. I hope i’m clear.

I will put a link to your rules adjustments, Thank you.

Thank you for your attention
Best regards

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Anthony Rubbo
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May 26, 2020 - 11:40 am

Yep, I would rather see double-tokens in Hell (or the flipside, zero tokens added on movement turns), than a rule penalizing players for defeating all Hell minions (instead of n-1 minions) on the turn prior.

The arguments for zero:

– it is appropriate on these maps due to the loss of a board space from shadow’s expansion.

– it is what would happen most (all?) of the time in Sandy’s rule anyway, because players would just leave a limbo minion.

But I would take either way over it being a conditional.  At best, having it be conditional is just unnecessary.  At worst, it is an unfun trap that will be sprung only by new players after an accomplishment of defeating as many Hell minions as they could.

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Anthony Rubbo
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May 26, 2020 - 3:11 pm

The above is assuming the clarification that the changes affected both tokens AND minions extended also to the invasion token spawn.

If it does not, then the trap becomes entering Hell at all on the turn prior.

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poondog
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May 26, 2020 - 3:04 pm

Hi Sandy.  Personally I welcome these new changes and think #2 and #3 are good compromise between what others have already house-ruled and the original rules.  I do think that the Moonbase map will need to be addressed, however, if #2 and #3 are to become in effect.  I think the White Gate minions will need to spawn on the Lord’s Area, not the White Gate, otherwise we could have a build up of invasion tokens in the Shadow as the Lord moves, as cberney mentioned.

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Sandy Petersen
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May 27, 2020 - 10:21 am

I agree about the Moonbase map. But yes my other intent is that the critters spawn on the Lord’s space. The thought of resolving 5 invasion tokens at once … brr. Any other maps that need a mention (like Moonbase)?

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poondog
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May 27, 2020 - 11:44 am

The Final Battle map might also need addressing.  Here we have 3 invasion tokens that spawn in the central location: one moves down Path 1, the 2nd moves down Path 2, and the 3rd moves down Path 3.  Path 1 is the concern, because as the Lord moves down Path 1 it will create the same situation as the Moonbase map.  Minions might build up on Path 1 which could lead to 6+ invasion tokens (ie. critters) existing in the Shadow at one time. 

The fix is a bit more fiddly due to the nature of the map.  We’d have to have one invasion token spawn on the Lord (that moves down path 1), and 2 invasion tokens that spawn in the central area (that move down path 2 and 3 respectively).

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ville.mankinen
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May 27, 2020 - 2:23 pm

Agreed, the Final Battle map might become outright impossible with these changes. Then again, it is the Final Battle, so maybe it being impossible is not a problem…

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Anthony Rubbo
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May 27, 2020 - 2:24 pm

I will now invite anyone interested to review the proposal I made which would substitute for number 3, and can be used alongside any version of #2.  No Moon Base problem, and, has a cool use for the Gate:

Lords move only as the Shadow expands, not as an extra step in the Lord Cycle.

During setup, place the Gate in the next space in front of the Shadow.

When the Lord track hits 1:
– A 4th Circle Demon spawns on the Gate
– Minion Invasion: A new Shadow token spawns on the Gate, and the Gate advances. 

———————————–
Hell is in the entirety of the Shadow at all times; the Gate has no other inherent effects (but has a more interesting use than it does currently, for such a nice piece).

For “The Final Battle”, the Shadow does not expand, but the Lord now does march, as the map’s unique mechanism.

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cberney
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May 28, 2020 - 12:55 am

Final battle and Moonbase rules would be easy to tweak. Tweak the generic clause about invasion tokens spawning from the gates and not Lords, and have it only apply to the blue railgun path. White Railgun path functions as vanilla Invasion map (tokens come from Lord’s current area). I think I may have put forward the suggestion to put that specific clause in during proofing, sorry.

Final battle, just state that track 1 functions like vanilla Invasion. And tracks 2 and 3 can remain as is (coming from gates in the central area). With Sandy’s fixes, this would keep 3 invasion tokens with most helltime battles.

I was indeed mistaken with my previous Post, but happy it prompted the closer look at Moonbase and Final Battle with regards to Sandy’s fixes.

Thinking on this more, Sandy’s fixes #2, & #3 are mostly fine. I would change the wording of #3 to “If heroes enter the Shadow, then all tokens under the shadow resolve and group together in Helltime.” (I feel the ‘Heroes area’ phrasing is confusing).

 

With regards to Anthony’s suggestion, making use of the gate tile/mini is nice (and disregarding that most retail purchasers will not have the mini), it appears functionally more or less identical to Sandy’s fixes. However, it doesn’t have the menacing lord marching down the map stomping on troopers and terrorising the heroes. Which I think is a large part of the theme and feel of the game.

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Anthony Rubbo
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May 28, 2020 - 1:16 am

Cberney – the Lord moves in my version as well – please do not misconstrue it as otherwise.  Or at least, it moves just as much as it can in the written rule; the Lord moving is redundant to the Shadow token placement (in reality, the Lord is residing across all Shadow spaces).

It is the timing change that matters and fixes the issues – you can simply keep it in the rules as “the Lord moves” if you find it most fun.  Or rethink the thematic conception to match the true post-prototype mechanisms – as all of the Shadow being an expanding dark empire, where you can place the Lord and all of his minions and tokens in whatever fun formations within the shadow you like. 

I prefer this because it doesn’t obfuscate the functionally-important part for players. The primary problem of how we got here, and where I fear we are still heading, is holding on tightly to rule artifacts from previous versions, and trying to patch around them.

With this, as with the Lord Asmod et. al. Hell Time issues – I hope if Sandy Himself doesn’t wish to test, I ask for someone he trusts to actually set up and see what I am saying & report over to him, as I have spent an exorbitant amount of thought in the name of improving of his great game for his fans, during a time when they really felt left hanging on whether their concerns would be addressed.

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Sandy Petersen
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May 28, 2020 - 1:50 pm

To absolutely clarify: is THIS your intent?a.JPGImage Enlarger

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Anthony Rubbo
35 Posts
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37
May 28, 2020 - 2:44 pm

If the picture’s Minion Phase header refers to the rulebook’ s full Enemy Phase, then that is the idea. The 4C Demon spawns during its normal timing i.e. as the Gifts clear for Lord track hitting 1, prior to minions attacking and moving.  The end picture is correct either way.

(If you end up liking the idea, I would then present the similarly effective variation of just moving the entire [Lord-track-hits-1-check / gift clear / 4C spawn in hell / shadow (& Lord) advance / Hell Time / 4C advance] to a consolidated step after all minion attacks / advances, for a matter of your preference.  But that has the 4C’s spawn damage effects occurring after the minions attack, and, also, an initial goal was to not change written rule structure too much.)

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franzmito
1 Posts
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June 3, 2020 - 1:39 am

Actually, This new set of rules could just be “invasion token” merges as one when Lords move? 

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