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Alter Ego

You won't see Crime City on any map, but that's how people have come to know your hometown. Sadists, Anarchists, and the Mafia each carving out portions of the city they call their own. Hundreds of innocent bystanders caught up every day in their turf wars, or held under their oppressive thumbs. Precious few have the time, the money, the guts, or the wherewithal to do anything about it. You're one of those few... Of course it means you'll have to give up that happy home life, or that cushy job. The paper paints vigilantism in a negative light - you'd be viewed by the community as a monster. But your city bleeds... the city bleeds and it calls your name. Will you answer?

You're a vigilante hero, one of the few in Crime City who have come together to put an end to the reign of terror the city's been trapped under. Banding together, you'll fight through a swath of henchmen in order to find and defeat several Arch Villains, and potentially your personal Nemesis. But as you get stronger as a hero, you'll have to neglect some parts of your Alter Ego life - your family, your job, and your community.

I've been tossing around various ideas and formats for this vigilante hero deck building game (EmDo style deck building, not Dominion style deck building) for several years now, and it's high time I finished the sucker. So I'm bringing 'er back to life!

Here's an initial post, copied from my design blog... I need to dive back into this game and see what needs to be done to finish it up. I think it's all a solid framework, and mostly I need to figure out how Equipment should work.

I welcome any and all comments!

Components:
XX Hero cards (5 types)
XX Alter Ego Cards
- XX Family Cards
- XX Job Cards
- XX Community Cards
XX Henchmen Cards
XX Arch Villain Cards (3 types)
XX Nemesis Cards
XX Equipment Cards
XX Civilian (CIV) Tokens (3 types)
XX Teamwork Tokens
XX Cop Tokens

Setup:
1. Shuffle the Henchmen cards to create the henchmen deck. Place this deck in the middle of the table.
2. Randomly choose 1 Arch Villain of each type. Those will be the Arch Villains used this game, put the rest back into the box.
3. Sort the Hero and Equipment cards by type and place them in piles in the center of the table, accessible by all players.
4. Give each player 4 of each Alter Ego card (Family, Job, and Community). Sort the rest of the Alter Ego cards by type and place them alongside the Hero cards.
5. Each player shuffles his deck of 12 Alter Ego cards and deals 4 cards face up into his "display" area, then draws a hand of 4 from the remaining cards in his deck.
6. Sort the Civ tokens by type and create pools of each. Also create a pool of Teamwork tokens.
7. Deal each player 1 Nemesis card, which they keep hidden from other players.

Turns:
Players take turns one at a time resolving each phase of their own turn before the next player plays.
Patrol phase: On your turn you must first bring a henchman into play:
* Draw 1 card from the Henchmen deck.
* If you have any face up Community cards in your display, draw 1 additional Henchman card for each Community card.
* If you have at least 1 [Should this be "For each"?] Community card in your display, draw 1 additional Henchman card for each Community icon on henchman you have defeated (in your play area).
* Choose 1 Henchman card to put into play, and discard the rest in a face down discard pile.
* If you have at least 3 Community icons in play and played at least 1 Community card, then you may "Call the Cops" - discard a Cop token from the group's supply and remove 1 Henchman card in play from the game. Any hostages on that henchmen are considered rescued and are returned to their supply pools. No player takes the Henchman card into their play area.

When a henchman comes into play he takes some number of civilians hostage! Place CIV tokens on the Henchman card as indicated. If a CIV token must be taken but the supply is empty, then the game is over and the Villains win!

Support phase: After a henchman has come into play, you may gain support from your family, allowing you to draw cards from your deck:
* For each Family card in your display, draw 2 cards from your deck.
* If you have at least 1 [Should this be "For each"?] Family card in your display, also draw 1 card from your deck for each Family icon on henchman you have defeated (in your play area).
* If you have at least 3 Family icons in play and played at least 1 Family card, then you may collect 1 Teamwork token from the supply.

Equip phase: You may spend money on fancy equipment to make you a stronger hero:
* For each Job card in your display, collect $1
* If you have at least 1 [Should this be "For each"?] Job card in your display, collect $1 for each $ icon on henchmen you have defeated (in your play area).
You may spend these $s to buy or activate Equipment this turn.

Crime-fighting phase: Now that you have geared up and garnered the support of your friends and family, it's time to go fight some crime!
* Hero cards in your display may be spent to rescue CIV tokens currently being held on a Henchman card. Hero cards spent must match the icons depicted on the Henchman card. The rescued CIV token is returned to the supply. Each Henchman can only be attacked once per turn!
* If you have at least 1 [Should this be "For each"?] Hero card of a particular type in your display, you may use the matching Hero icons on henchman you have defeated (in your play area).
* You may "request help" from another player. Give an opponent 1 Teamwork token in order to use one of the Hero cards in their display (they need not discard it). You can only request help from each other player once per turn, and each request requires a Teamwork token.
* You may discard 2 Teamwork tokens to the general supply in lieu of any 1 Hero symbol.
* If the last CIV token on a henchman is rescued, that henchman is DEFEATED, and the you may keep that henchman in your play area and gain the printed benefit (usually an icon).
* Whenever a henchman is defeated, check to see if it has any Arch Villain icons. For each Arch Villain icon, place a token on the matching Arch Villain card. When enough tokens are placed on an Arch Villain card, that Arch Villain will come into play and terrorize the city by KILLING civilians (removing CIV tokens from the game) until he is defeated!

[I may do something a little bit different with Nemeses... maybe instead of dealing them out, your Nemesis should awaken when you personally defeat a certain number of his Henchmen. If that's he case then perhaps the Arch Villains should come into play some other way.

Alternatively, maybe your Nemesis' strength is related to the number of his Henchmen that are in play, and each Henchman could potentially have both an Arch Villain icon as well as a Nemesis icon - so you want players to defeat YOUR Nemesis' Henchmen so your Nemesis is weaker...

These are just brainstorms at the moment.]

Recoup phase: After you're all spent from fighting crime, you get a chance to recuperate and plan your next turn.
* Discard all cards in your display.
* Play 4 cards from your hand face up into your display.
* For each Display icon on henchmen you have defeated (in your play area), you may play an additional card face up into your display.
* Choose a Hero or Alter Ego card from the supply stacks and place it face up in your display.
* Discard the rest of your hand, and draw 4 new cards from your deck (shuffle your discard pile as needed) plus 1 card for each Hand Size icon on henchmen you have defeated (in your play area).

Play continues with the next player in clockwise order.

When the last Arch Villain is defeated, then the game is over. The Heroes have saved Crime City from the clutches of evil and everybody wins!

OR...

When the last Arch Villain is defeated, then the game is over. The Heroes have saved Crime City from the clutches of evil! Any player who has defeated their Nemesis wins a Personal Victory, while all players win a Cooperative Victory.

OR...

When the last Arch Villain is defeated, then the game is over. If all players have defeated their Nemesis, then the Heroes have saved Crime City from the clutches of evil and everybody wins! Otherwise, the Nemeses who were not defeated rise up and overtake Crime City!

OR...

When any player defeats their Nemesis OR the last Arch Villain is defeated, then the game is over. If the game ended because a Nemesis was defeated, then the player defeating their Nemesis wins. If the game ended because an Arch Villain was defeated, then the Heroes have saved Crime City from the clutches of evil and everybody wins!

If at any time a CIV token must be taken but the supply is empty, then the game is over and the Villains win!

Comments

Alter Ego - Equipment

I've been giving a little thought to how equipment should work in the game - so far I have not been happy with it.

I've been treating equipment like tech cards from EmDo: better versions of the regular cards, cards that shuffle into your deck, etc. I'm currently thinking maybe instead of shuffling into your deck, equipment should all be permanent cards that go into play, each with an activation cost and an effect. Some could be once-per-turn effects (like "mono artifacts" from MtG), and some could be activated over and over given that the cost is paid each time.

The cost to buy and activate equipment is "$" which you get by playing Job cards. The idea is that if you are going to neglect your job, then you won't have $ to spend... on the other hand, if you have Equipment you want to use, then you have to go to your job frequently.

I think most of the Equipment should cost $1-2 to activate, and should have some basic effects which mirror other effects in the game, or give you some standard benefits. For example:

$1: Turn a symbol of type X into a symbol of type Y (or type X -> any type, or any type -> type X)
$1: Draw 1 card from your deck
$1: Draw 1 add'l Henchman card during the Patrol phase
$2: Collect 1 Teamwork Token. At the end of your turn, discard all Teamwork tokens.
$2: 1x/turn: +1 Hero symbol of any type
$2: 1x/turn: You may play 1 additional card this turn (increase display by 1)
$2: Return 1 card to the stacks (from hand, in play, or discard pile)

Some cards could have multiple possible effects, such as:
$1: 1x/turn: +1 Hero symbol of type X
$2: 1x/turn: +3 Hero symbols of type X

Looks like I have some cards to write, then create!

3/14 Game Design retreat session

I got Alter Ego to the table during my Game Design Retreat last weekend, for the first time in a year and a half (!)... and with a few caveats, it went VERY WELL!

Caveats:
* The game took a very long time. I was not surprised to have a pacing problem, but I think it can be overcome - At this point I'm not as worried about the amount of time it takes as I am about whether or not the game works!

* I want to re-do the Henchmen deck. I knew this would be true.

* I probably need to reduce the number of tokens it takes to trigger an Arch Villain. The players were too strong by the time the Arch Villain arrived, and the ending was a bit anticlimactic.

Good stuff:
* The new version of Equipment seemed to work much better than the old version! I used some cards that you buy directly into play (they do not count as being in your display), and have activation costs. That way in order to make use of them, you have to constantly play Job cards to get $s to spend. I want to make some that are also good to buy if you don't concentrate on money, they'll have some static effect you don't need to pay for each turn. Also, I'd like some Equipment that goes into your deck as well and does stuff, so I'll make some of that again, but with an eye toward the right type of effects (and maybe I'll call them Events instead of Equipment).

* The Teamwork tokens really seem to make the cooperative feel in the game. The fact that players can use each other's cards by trading Teamwork tokens back and forth had everyone talking on everyone's turn about what card they should add to their deck, which Henchman they should go after, etc. It sounded a lot like other "real" cooperative games sound during play.

* The player boards and turn sequence (skipping phases when no cards are played) also worked well.

* The players really seemed to like the game! They appeared to be having fun while playing, they claimed to really enjoy it, and they were even sort of role playing up their roles. For example the guy who concentrated on money and equipment really felt like Batman, using all his wonderful toys to fight crime, and throwing money at problems.

* The limit of 5 Civilians of each type seemed like it worked alright. That could obviously change with other tuning to get the pacing right, but in the early game the players did say they felt like they were on the ropes with respect to the Civ tokens.

Changes and updates I'm making for the next playtest (hopefully Friday):
* I added and tweaked Equipment cards (and events) based on the playtest commentary and seeing it in action.

* I had forgotten that the boost icons were intended to be PER CARD PLAYED, not per phase... so a $ icon is supposed to give you 1 additional $ per Job card played, not just once no matter how many Job cards you play. That's a pretty big difference, especially once you get a few of them into play. The idea though is that I want every Job card not played to feel like a big deal. I don't want players to build up icons and think "ok, well I better play 1 Job card, but the rest aren't a big deal" - I want EACH job card to be worth a lot, so it's painful to play Hero cards instead. I have to be a little careful not to make the Equipment so good that you can ignore training and Hero cards altogether and just go all JOB all the time.

* Similarly, I think the Hero boost icons are supposed to boost each card OF THAT TYPE that you play. So if you have a Speed boost icon, it'll trigger when you have a Speed card in your display, but not when you have only a Will card. However, it'll trigger twice if you have 2 Speed cards in your display! This means getting a Hero boost icon trophy makes it much easier for you to defeat things that have THAT symbol, but not things that require diverse symbols. For example the 5-cost Henchmen that cost 3 of one icon and 2 of another.

* I re-did the Henchmen deck... I added some easy-to-beat Henchmen that take 2 of the same colored hostage, to make the deck a little more scary. Before I had henchmen that either attracted the attention of Villains, or else gave the players some benefit. I changed that to make most Henchman do both. I especially like that for the early game (cheaper) Henchmen, because that way going after boost icons will also usher in the Arch Villain, and players will have to be careful. I might have overdone it though, I want to make sure players have the ability to rescue hostage without accidentally summoning the wrong Arch Villain.

* I also added Teamwork icons to the Henchmen as well as Display +1 icons.

* For reference, Calling the Cops on a Henchman saves 1 Civ, and if that's the last Civ, the henchman is removed from play, and does NOT trigger the affiliated Arch Villain.

* I haven't done it yet, but I intend to revamp the Arch Villains, adding a status effect when they come into play. For example, maybe 1 version of the Mastermind has created distractions to occupy they police, so once they're in play you can no longer Call the Cops.

* It was suggested as well that one of the Arch Villain types require a broader range of icons to defeat. Where the other types encourage you to specialize in an icon or two, currently none require a more balanced assortment of icons. That was sort of on purpose, so players could reasonably build their deck toward defeating the Villain... but maybe a Villain requiring all the symbols would be interesting.

* I'm going to update the player boards as well, just to make sure everything is up to date. I'm considering reducing the card draw of Family cards to 1 per card, +1 (or 2) automatic during the phase. I.e. as long as there's a Family phase, you draw N+1 (or maybe N+2) cards, where N is the number of Family cards in your display. This way the Card draw boost icons might feel a little more strong and useful. Currently you draw 2N cards, which seems like a lot.

* The new mechanism for Equipment has 3 face up from a shuffled deck, and as a standard option players can spend 1$ to cycle 1 of the cards, or 2$ to cycle all three. This way a player who happened to have 1 Job card could have SOMETHING to do with that money. I'll add these actions to the player board.

* I think I might reduce the display size to 4. I think that will emphasize the main agonizing decision in the game - which cards do I play. I'll keep the hand size the same, so if you play no Family cards, you choose 3 of your 4 cards to play (plus add 1 from the supply). With the addition of Display +1 icons on the Henchmen I think that'll work out well (people can earn a bigger display).

I'm excited to be working on this game again, and even more excited that the prospect looks promising!

Nemesis(es?)

I love the idea of all the henchmen being grouped with a different nemesis, and if you defeat enough the nemesis notices and attacks you. It could be a sort of balancing aspect- the nemesis would attack the player(s) in the lead.

Thanks!

Thanks treichle, I also like the idea, story-wise, of the heroes pissing off the villains, and when they get angry enough, they come to menace the city...

I hadn't really considered it as a way to slow down a leader, but in a competitive version of the game that could be useful... the more baddies you beat up, the more trophies (icons) you'll have, and therefore the more powerful you'll be... but the sooner your Nemesis shows up to bother you.

But how to make that work, since everyone will (or at least could) face a Nemesis?

What if the Nemesis cards were staged, with the hardest one first, and the easiest one last. So the player who gets the most powerful the fastest has to fight a tougher Nemesis?

Wait, that sounds backwards... I think players would stall too much waiting for someone else to go first. But the opposite could be good - the easiest Nemesis goes to the first player to trigger it, making it a race to trigger a Nemesis, but the sooner you trigger one, the less prepared you'll be to defeat it!

This is a really neat idea, and I'll file it away for when I consider a competitive mode for this game.

Thanks again. I hope to get a playtest in tonight!

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