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Tradewars - Homeworld: Push-Your-Luck

With Tradewars, I have had no interest in adding "Bluffing/Deception" as a expansion idea. I guess I'm not really impressed with all those games that feature it.

Yet at the same time, I would want to introduce a PYL (Push-Your-Luck) mechanic for the "Privateer" Expansion.

At the moment, I cannot picture any "Bluffing" - only that player take chances with the "commissions" to try to be the first player to reach 500 credits. It's pretty simple, each starship costs 10 credits to "commission" and gets a 5 credit "valuation" (no Tradeships).

Each time a starship destroys an enemy starship, we use a simple formula:

(Your starship "valuation" x 2) + Opposing starship "valuation".

Here's the kicker: although the opponent's valuation is only ADDED, it forms the base of your NEXT starship valuation for another attack. So it is more interesting to DEFEAT more opponents and earn more "valuation".

With a 500 credit goal - you can use the Chancellor role to "Decommission" a starship and integrate the "valuation" into your Treasury. So clearly having a too strong starship (with a High Valuation) is very dangerous.

Like I said - I have/had no intention to add "Bluffing/Deception" to the PYL mechanic.

Any ideas/thoughts/comments/feedback???

Comments

Mercenaries on the Rise...

Okay some details have crystallized:

A> Reach 100 credits to allow the commission of Merc Starships. Accumulate 500 credits for Victory!

B> Only one (1) Merc Starship per player at any given time.

C> No cost involved to acquire the Merc Starship. Bounty starts at 5 credits.

D> Formula = (Your Bounty x 2) + Enemy Bounty.

E> Use the Chancellor to disband a Merc Starship... And bank it's Bounty.

F> 6 turns to win (at very risky and high stakes...) More turns for more manageable risk/push-your-luck.

G> All Starships are worth 5 credits of Bounty (at minimum).

That's all for now. Cheers!

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