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Message no. 1
From: >>>>> Axlrose - ... <<<<< axlrose@**********.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 09:52:47 -0400 (EDT)
After reading Jon's comments and thoughts about Matt's Street-Life
expansion set AND without actually knowing how the cards work (I'll be
honest, I have completely forgotten many aspects of this game by now), here
is my card idea, completely off the top of my head, yet based on real life
to possibly help one aspect Jon mentioned.

ELECTION NIGHT RESULTS / Special (Stinger) / 3 Nuyen
Owner of this card must have at least one district card in play. Randomly
remove D6+2 district cards in total starting with first from owner and
moving clockwise to each opponent while consecutively removing one from
table and reshuffle them back into respected owner's draw pile. Trash this
card afterwards.
Text: "Election night news reports are sketchy, but time to redraw
boundaries again..."

Hmmm, a card idea I do not frag anything - must be slipping.
>>>>>Axlrose - ...<<<<<
Message no. 2
From: David Reis david.reis@*****.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 10:54:23 -0700
At 09:52 AM 7/19/99 -0400, >>>>> Axlrose - ... <<<<< wrote:
>ELECTION NIGHT RESULTS / Special (Stinger) / 3 Nuyen
>Owner of this card must have at least one district card in play. Randomly
>remove D6+2 district cards in total starting with first from owner and
>moving clockwise to each opponent while consecutively removing one from
>table and reshuffle them back into respected owner's draw pile. Trash this
>card afterwards.
>Text: "Election night news reports are sketchy, but time to redraw
>boundaries again..."
>
Good idea! You might consider just making it a flat "each player must
remove X districts he has in play" to make it a little less confusing, but
it works either way. Also, as written it sounds as if the person playing
ENR gets to choose which districts are removed from play rather than the
owners of the cards. Is this what you intended?

Off the top of my head, here's an idea for a card that nullifies the
effects of districts:
MARTIAL LAW / Special / X/1¥
Ignore the effects of any districts in play. No new districts may be
deployed while Martial Law is in play.
X = number of districts in play.

Let me know what you think!

David
Message no. 3
From: Jon Edwards jonathan.edwards@*****.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 11:09:40 -0700
>
>Off the top of my head, here's an idea for a card that nullifies the
>effects of districts:
>MARTIAL LAW / Special / X/1¥
>Ignore the effects of any districts in play. No new districts may be
>deployed while Martial Law is in play.
>X = number of districts in play.

I like this one. I really think that the cards that Axl and David have
mentioned would be very handy in this set. I liked the part on Martial Law
where there's an actual upkeep associated with it....maintaining the order...
Message no. 4
From: >>>>> Axlrose - ... <<<<< axlrose@**********.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 20:14:46 -0400 (EDT)
<Snipped my card idea...>

>Good idea! You might consider just making it a flat "each player must
>remove X districts he has in play" to make it a little less confusing, but
>it works either way. Also, as written it sounds as if the person playing
>ENR gets to choose which districts are removed from play rather than the
>owners of the cards. Is this what you intended?

Instead of trying to explain my idea via card rules, I'll use an example.
Perhaps afterwards it could be reworded.

I possess one district and this stinger. David is on my left with two
district cards in play. Next to him is Matt with four districts, and next
to him is Jon with three district in play. Ten district cards in play (I
don't know if there are that many, but for example sake, there are). I
play my stinger and roll a total of 7 district cards affected. Starting
with my one, it is removed and reshuffled back into my deck. David looses
one, then Matt looses one, then Jon looses one : which are randomly chosen
from in front of them. After one round around the table, four district
cards are out of play with three more being affected. I do not possess any
more so the next person, David, looses his last card. Matt looses one more
of his remaining three while Jon looses one of his remaining two.


>Off the top of my head, here's an idea for a card that nullifies the
>effects of districts:
>MARTIAL LAW / Special / X/1¥
>Ignore the effects of any districts in play. No new districts may be
>deployed while Martial Law is in play.
>X = number of districts in play.

>Let me know what you think!
>David

Perhaps to alleviate the cost, for each turned police officer (Lone Star,
Knight's Errand, etc.) the cost is reduced by 1 nuyen. That is, instead of
paying 5 nuyen to ignore the effects of 5 districts, I turn two officers
and only pay 3 nuyen. A bit of flavor to show martial law being controlled
by law enforcement.
>>>>>Axlrose - ...<<<<<
Message no. 5
From: David Reis david.reis@*****.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 17:29:49 -0700
I wrote:
>>MARTIAL LAW / Special / X/1¥
>>Ignore the effects of any districts in play. No new districts may be
>>deployed while Martial Law is in play.
>>X = number of districts in play.

>>>>>Axlrose - ...<<<<< wrote:
>Perhaps to alleviate the cost, for each turned police officer (Lone Star,
>Knight's Errand, etc.) the cost is reduced by 1 nuyen. That is, instead of
>paying 5 nuyen to ignore the effects of 5 districts, I turn two officers
>and only pay 3 nuyen. A bit of flavor to show martial law being controlled
>by law enforcement.

Makes sense to me. Since there are eleven districts in Street Life (up to
10 in play at any given time), this is a good way to reduce the cost of the
card and reinforce the theme. Thanks!

David
Message no. 6
From: >>>>> Axlrose - ... <<<<< axlrose@**********.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 09:52:47 -0400 (EDT)
After reading Jon's comments and thoughts about Matt's Street-Life
expansion set AND without actually knowing how the cards work (I'll be
honest, I have completely forgotten many aspects of this game by now), here
is my card idea, completely off the top of my head, yet based on real life
to possibly help one aspect Jon mentioned.

ELECTION NIGHT RESULTS / Special (Stinger) / 3 Nuyen
Owner of this card must have at least one district card in play. Randomly
remove D6+2 district cards in total starting with first from owner and
moving clockwise to each opponent while consecutively removing one from
table and reshuffle them back into respected owner's draw pile. Trash this
card afterwards.
Text: "Election night news reports are sketchy, but time to redraw
boundaries again..."

Hmmm, a card idea I do not frag anything - must be slipping.
>>>>>Axlrose - ...<<<<<
Message no. 7
From: David Reis david.reis@*****.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 10:54:23 -0700
At 09:52 AM 7/19/99 -0400, >>>>> Axlrose - ... <<<<< wrote:
>ELECTION NIGHT RESULTS / Special (Stinger) / 3 Nuyen
>Owner of this card must have at least one district card in play. Randomly
>remove D6+2 district cards in total starting with first from owner and
>moving clockwise to each opponent while consecutively removing one from
>table and reshuffle them back into respected owner's draw pile. Trash this
>card afterwards.
>Text: "Election night news reports are sketchy, but time to redraw
>boundaries again..."
>
Good idea! You might consider just making it a flat "each player must
remove X districts he has in play" to make it a little less confusing, but
it works either way. Also, as written it sounds as if the person playing
ENR gets to choose which districts are removed from play rather than the
owners of the cards. Is this what you intended?

Off the top of my head, here's an idea for a card that nullifies the
effects of districts:
MARTIAL LAW / Special / X/1¥
Ignore the effects of any districts in play. No new districts may be
deployed while Martial Law is in play.
X = number of districts in play.

Let me know what you think!

David
Message no. 8
From: Jon Edwards jonathan.edwards@*****.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 11:09:40 -0700
>
>Off the top of my head, here's an idea for a card that nullifies the
>effects of districts:
>MARTIAL LAW / Special / X/1¥
>Ignore the effects of any districts in play. No new districts may be
>deployed while Martial Law is in play.
>X = number of districts in play.

I like this one. I really think that the cards that Axl and David have
mentioned would be very handy in this set. I liked the part on Martial Law
where there's an actual upkeep associated with it....maintaining the order...
Message no. 9
From: >>>>> Axlrose - ... <<<<< axlrose@**********.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 20:14:46 -0400 (EDT)
<Snipped my card idea...>

>Good idea! You might consider just making it a flat "each player must
>remove X districts he has in play" to make it a little less confusing, but
>it works either way. Also, as written it sounds as if the person playing
>ENR gets to choose which districts are removed from play rather than the
>owners of the cards. Is this what you intended?

Instead of trying to explain my idea via card rules, I'll use an example.
Perhaps afterwards it could be reworded.

I possess one district and this stinger. David is on my left with two
district cards in play. Next to him is Matt with four districts, and next
to him is Jon with three district in play. Ten district cards in play (I
don't know if there are that many, but for example sake, there are). I
play my stinger and roll a total of 7 district cards affected. Starting
with my one, it is removed and reshuffled back into my deck. David looses
one, then Matt looses one, then Jon looses one : which are randomly chosen
from in front of them. After one round around the table, four district
cards are out of play with three more being affected. I do not possess any
more so the next person, David, looses his last card. Matt looses one more
of his remaining three while Jon looses one of his remaining two.


>Off the top of my head, here's an idea for a card that nullifies the
>effects of districts:
>MARTIAL LAW / Special / X/1¥
>Ignore the effects of any districts in play. No new districts may be
>deployed while Martial Law is in play.
>X = number of districts in play.

>Let me know what you think!
>David

Perhaps to alleviate the cost, for each turned police officer (Lone Star,
Knight's Errand, etc.) the cost is reduced by 1 nuyen. That is, instead of
paying 5 nuyen to ignore the effects of 5 districts, I turn two officers
and only pay 3 nuyen. A bit of flavor to show martial law being controlled
by law enforcement.
>>>>>Axlrose - ...<<<<<
Message no. 10
From: David Reis david.reis@*****.com
Subject: Another potential game helper card...
Date: Mon, 19 Jul 1999 17:29:49 -0700
I wrote:
>>MARTIAL LAW / Special / X/1¥
>>Ignore the effects of any districts in play. No new districts may be
>>deployed while Martial Law is in play.
>>X = number of districts in play.

>>>>>Axlrose - ...<<<<< wrote:
>Perhaps to alleviate the cost, for each turned police officer (Lone Star,
>Knight's Errand, etc.) the cost is reduced by 1 nuyen. That is, instead of
>paying 5 nuyen to ignore the effects of 5 districts, I turn two officers
>and only pay 3 nuyen. A bit of flavor to show martial law being controlled
>by law enforcement.

Makes sense to me. Since there are eleven districts in Street Life (up to
10 in play at any given time), this is a good way to reduce the cost of the
card and reinforce the theme. Thanks!

David

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