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Kobolds! The winners are enslaved; the losers are eaten.

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GitfaceryGames
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Joined: 02/10/2011

Kobolds!

Players: 2-5
Time: 30-60 minutes

Story: There is a solitary mountain in the middle of the fertile plains of Caschia. Bearing the affectionate local moniker "Trap Hill", the mountain is home to a number of kobold tribes that defend their territory against outsiders and each other with networks of ridiculously-complicated traps. Adventurers sometimes come through town on their way to Trap Hill, usually lured by the promise of treasure and renown that such unassailable positions gain over the years. Most of them never came back. Those who did merely spread the legend.

After a nasty breakup that cost him both his hoard AND his lair, the black dragon Shisk spent a lot of time in a rather sad state. After all, not having a hoard to defend from pesky adventurers does take most of the fun out of killing them. Eventually, however, Shisk heard of this mountain of kobolds and decided that it was worth a look. Rather than repelling the dragon, the kobolds received him as one would a great lord, kobolds being of the opinion that they are dragonkin and all. This took Shisk completely by surprise - he had been expecting to tear the mountain down swipe by swipe!

After several years of adding to the modest hoard of the largest kobold tribe, Shisk became disgusted with the kobolds' politics. Not only was this treasure only a small portion of the loot controlled by the kobolds in Trap Hill, but the kobolds refused to pay tribute to the dragon because he was laired in another tribe's territory! The resulting ultimatum is thus: Three months will be given to the kobolds of Trap Hill. Those who accumulate the largest pile of loot for the Great Shisk shall become his servants and vassals. The rest shall be eaten.

Let the race begin.

As this is my new active project, I'll have the rules and the cards in a week or so.

kos
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Joined: 01/17/2011
This is an entertaining

This is an entertaining premise.
I wish you all the best for the game.
Do the pesky adventurers get to make a cameo appearance?

GitfaceryGames
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Joined: 02/10/2011
Adventurers are rather common

Adventurers are rather common in Trap Hill. I intend to make them randomly appear instead of loot at times while the kobolds feverishly dig for their hoards.

...I also intend to have kobold pirates and ninjas. And lucky people could get a kobold pirate/ninja or even kobold pirate/ninja/jiggolo

GitfaceryGames
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Joined: 02/10/2011
Professions

Professions List for Kobolds!

Chief
Profession
This kobold gives a +1 bonus to the rolls of all friendly kobolds engaged in the same order as it is.

Cook
Profession
This kobold gets +2 to recruiting rolls.

Diplomat
Profession
Backstab - A kobold of your choice that is engaging in the Digging or Attack action this turn is attacked by a trap with evasion difficulty 5 that deals 1 point of damage.

Guard
Profession
This kobold gets +2 to defense rolls.

Janitor
Profession
This kobold does not count toward your population for the purposes of recruiting. Discard all other professions attached to this kobold. It cannot gain experience. If dealt damage, this kobold dies rather than lose its profession.

Miner
Profession
This kobold gets +2 to dig rolls.

Ninja
Profession
This kobold can attack and gets +2 to trap evasion rolls.

Paragon
Profession
This kobold gets +1 to all rolls and can carry an additional item.

Pirate
Profession
This kobold can attack. In addition, this kobold can steal one more piece of treasure than its carrying capacity would normally allow.

Priest
Profession
This kobold gets +1 to recruiting rolls.
Heal - A kobold of your choice is protected from the next point of damage dealt to it this turn.

Shaman
Profession
Manipulate Fate - A kobold of your choice rolls two dice to resolve its next order that requires a roll this turn. You choose which of those two dice is the one used to resolve the order.

Tinker
Profession
Whenever this kobold is given a Scheming order, roll a die. If the result is 6+, draw an additional card.

Trapsetter
Profession
+1 to trap evasion rolls
Amplify Trap - Increase the evasion difficulty of the next trap you play this turn by 2.

Warrior
Profession
This kobold can attack and gets +1 to its attack rolls.

Waterboy
Profession
This kobold can carry an additional item.

GitfaceryGames
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Joined: 02/10/2011
Some rules

Kobolds! 0.2

Object:
The winner of the game is the tribe with the most expensive pile of loot when the Dig pile is exhausted.

Setup:
All players begin with two kobolds, their warren (playmat), and three Trick cards.

Turn order:

1. Declare orders
2. Resolve
• Digging
• Entrenching
• Attacking
• Recruiting
• Scheming

The orders:

Before orders are resolved, all players have a chance to play Trick cards on their own kobolds.

Digging:
Before dig orders are resolved, all players have a chance to play Trick cards on any player’s kobolds. Once Trick cards are resolved, all players roll a die for each kobold they have digging. On a result of 6+, that player reveals the top card from the Dig deck and follows the directions on the card. If there are not enough cards for all successful dig rolls, cards are distributed to those with the highest rolls.
*A successful dig awards one point of experience.*

Entrenching:
An entrenching kobold receives +2 on rolls against attackers.

Attacking:
Before attack orders are resolved, the attacking and defending players have a chance to play Trick cards on all kobolds capable of defense and all attackers. Most kobolds cannot attack other warrens; it takes a very wily kobold to survive the trek, thus making the Attack order available only to kobolds who have a profession that allows it.

Kobolds that did not Dig or Attack this turn are available for defense. The defending player nominates a kobold and the two players roll opposed dice. The losing kobold takes one point of damage. Defender wins ties. This process continues until there are no more defenders, the attacker is killed, or either the attacker or defender decides to retreat. If the attacker is successful in breaking the defensive line, he is able to fully equip himself with loot from the defender’s warren and return home to enrich his people.
*A successful attack awards one point of experience.*
*A successful defense awards one point of experience.*

Recruiting:
Recruiting is done to acquire more kobolds. To recruit, roll a die for each kobold given this order. On a result of 2x or greater, where x is the number of kobolds in the warren, add a kobold to the warren. Given this may allow the difficulty to increase in the middle of a recruiting phase, roll all recruiting dice one by one. The “soft” kobold cap in a warren is six thanks to this math, but certain kobolds are particularly adept at recruiting and can increase this.
*A successful recruit awards one point of experience.*

Scheming:
A player draws a Trick card for each Scheming kobold order resolved.

Certain professions grant a kobold special orders that can occur at different times in the order resolution phase. Refer to the logic of each order for proper timing. If a kobold has multiple special orders, a single Other order will allow all to be activated.

Rules for special orders coming soon.

Professions:

When a kobold reaches 1, 3, 6, and 10 points of experience, it levels up and gains a profession. When this happens, draw the top card of the Professions deck and apply it to the kobold.

Kobolds are prone to being hit over the head. Often. Whenever a kobold is dealt damage, it loses professions equal to the number of points of damage taken. If the kobold has less professions than damage taken, it is killed. Reset the experience of the damaged kobold to one below that needed to acquire its next profession (0, 2, or 5, respectively).

rcjames14
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Joined: 09/17/2010
Thoughts as it Unfolds

I like the premise of this game as well as where it looks like you're going. All three games you have posted in the last week demonstrate an enviable level of imagination, a captivating writing style and a good grasp of game dynamics. Your games sell themselves well and even without play testing appear to this architect's eyes to function well.

Kobolds seems to be structured a little like Race for the Galaxy. At least, that's how I interpret the different phases (choice, resolution) and the order of resolution. It is not clear to me based upon what you have posted so far that players have action cards like Race, but it seems like the rest of the game is structured as if there are. So, if that is the case, then you are building upon a design that has the potential for a lot of depth, but also a steep learning curve.

Unlike Race which tends to support the accumulation of independent (but interrelated) planets and the occasional stacking of a goods card, it appears that kobolds will end up with quite a few professionsmas the game progresses as well as HP tokens or counters. This gives your design a rich roleplaying feel to it, but may end up being a logistical nightmare if you envision having a number of kolbolds per player in play at the same time. Only a small number of kobolds per person would be necessary to start to make space an issue and visibility of all relevant objects difficult.

It also has the potential to make the game fairly long. How often do you envision kolbolds receiving a new profession? Every turn, or less frequently? How many kolbolds will each player likely control? Three or four, or a dozen or so? Race ends when someone fills up their tablet. So, no matter how complicated the game is, it ends up taking between 30min and an hour to play. I think this is the sweet spot for most gaming these days and so, I would be wary of a card game that could play as long as killer bunnies.

You are ultimately going to run into some interesting (and more likely degenerate) interplayer dynamics with the ability to attack and steal from other players. Without limitations, then like Illuminati, you end up with hypocrisy (along with deception) as the winning strategy when players can attack each other and knock out precious gains. You also risk creating a game that doesn't end as one leader is toppled after replacing the previously toppled leader. This is why a lot of Euro games, and Race, have minimal direct conflict.

I am interested to see where you plan to go with this. It's a cool backstory and has good potential.

GitfaceryGames
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Joined: 02/10/2011
Allow me to explain the

Allow me to explain the points you worry about.

In order to recruit a kobold, you need a roll on a d10 equal to 2x your current kobolds. With no bonuses, this sets your max kobolds to 6. With a cook, a priest, and a chief helping you, you can get 8 kobolds. I intend to have an item that can be equipped for +1 to rolls, but this will not be enough to get to 9 kobolds.

Kobolds gain new professions at 1, 3, and 6 experience. Given most experience-giving orders have a 50% or so success rate, I expect to see a level 4 kobold at turn 10-12, so professions will be applied slowly after the first one.

When damaged, a kobold loses its professions as hit points (because bonks on the head make you forget) and drops down in experience to one less than what is needed to level up. As such, a kobold chef warrior dealt one point of damage becomes a kobold chef with 2 experience, a kobold chef warrior dealt two points of damage becomes a kobold with 0 experience, and a kobold chef warrior dealt three points of damage dies.

I have fifteen professions, 3 of which are allowed to attack. This means 20% of your kobolds will have the ability to attack once they are all level 2. Of the remaining 80% that cannot attack, 20% of them (or 16% total) can attack at level 3, and of the final remaining 64%, 20% (or 12.8%) will be able to attack at level 4. As such, a full-size warren can throw just shy of 50% of its population at other warrens if ever allowed to fully grow. Given that attackers and diggers are susceptible to traps and that these two methods are the only ways to get victory points, the other players are utter fools if they allow another tribe to get to this point. (I do not plan on making all of the professions equally rare in the deck, but I do intend to use this percentage or lower for attackers. Lower allows me to have a treasure or two that grants attacking.)

The game's duration revolves around what is known as the Dig deck. Currently, it has 100 cards in it. When this is exhausted, the game ends at the end of the turn.

As these are kobolds, deceptive, trapbuilding, xenophobic, kill-everyone kobolds, a winning strategy of deception and hypocrisy mixed with care for your own people is exactly what I'm going for.

Your idea about action cards is very useful, though. I had considered having a playmat and having zones for each job. If one would make little piles of kobolds and toss a job card over each of the piles, there would be more unknown information for the other players to worry about. An excellent suggestion!

-Brad

GitfaceryGames
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Joined: 02/10/2011
Oh, and could somebody link

Oh, and could somebody link me a Race rules .pdf? I'm interested now :)

GitfaceryGames
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Joined: 02/10/2011
Dig Deck

Comments on specific cards or lack of facets would be appreciated. This is just a quick post-up using MSE and it thinks numbers are mana even when you put brackets around it to get it to shut up. Please ignore that in the few places where it happens.

Full Spoiler List for
Kobolds Dig Deck by Bradley Crouch

Adamantine Pickaxe
Dig — Equipment
Value: 5 gold
Equip: +3 to dig rolls

Alchemical Flask
Dig — Equipment Consumable
Value: 1 gold
Equip: Can use.
Use: Use only just before going into combat. The enemy is struck by a trap, evasion difficulty :6mana:, damage 1.

Ancient Kobold Spirit
Dig — Event
Your kobold stumbles across an ancient kobold spirit, who teaches him many long-forgotten tricks and traps.
2 experience is gained for this dig.

Ancient Scrolls
Dig — Consumable
Value: 1 gold
Use: Gain 1 experience.

Arcane Crystal
Dig — Treasure
Value: 2 gold

The Axepick
Dig — Equipment
Value: 6 gold
Equip: +2 to combat rolls, +2 to dig rolls

Blood of the Mountain
Dig — Treasure
Value: 5 gold

Boots of Elvenkind
Dig — Equipment
Value: 3 gold
Equip: +1 to trap evasion rolls

Discarded Coin Purse
Dig — Treasure
Value: 1 gold

Flawed Arcane Crystal
Dig — Treasure
Value: 1 gold

Glaive
Dig — Equipment Polearm
Value: 2 gold
Equip: +1 to defense rolls
Combine: Combine this with another Polearm. They become one item and add their bonuses together.

Halberd
Dig — Equipment Polearm
Value: 3 gold
Equip: +1 to combat rolls
Combine: Combine this with another Polearm. They become one item and add their bonuses together.

Incredibly Lifelike Statue
Dig — Treasure
Value: 2 gold

Lucky Charm
Dig — Equipment Consumable
Value: 2 gold
Equip: Prevents the next attack that would deal damage and is then discarded.

Mithral Pickaxe
Dig — Equipment
Value: 5 gold
Equip: The user makes two dig rolls per order, but receives a -1 penalty to those rolls.

More Shinier!
Dig — Treasure
Value: 2 gold

Most Shiniest!
Dig — Treasure
Value: 4 gold

Pesky Adventurers
Dig — Event
An adventurer [i](attack +:2mana:, hit points :2mana:, carrying capacity :2mana:, XP per kill 2)[/i] attacks each

kobold warren.
No experience is gained for this dig.

Phosphor Beetle Swarm
Dig — Event
A Phosphor Beetle [i](attack -:4mana:, hit points 1)[/i] attacks every kobold ordered to dig this turn.
No experience is gained for this dig.

Potion of Heroism
Dig — Consumable
Value: 1 gold
Use: One of your kobolds gets -2 to trap evasion and +2 to all other rolls this turn.

Potion of Speed
Dig — Consumable
Value: 2 gold
Use: One of your kobolds may use its profession abilities without being ordered to do so this turn.

Puddling Crycannon
Dig — Equipment Consumable
Value: 3 gold
Equip: Can use.
Use: Use only just before going into combat. The enemy is struck by a trap, evasion difficulty :8mana:, damage 2.

Rather Uncommon Candy
Dig — Consumable
Value: 3 gold
Use: One of your kobolds the experience needed to reach the next level.

REALLY Shiny Pickaxe
Dig — Equipment
Value: 2 gold
Equip: +2 to dig rolls

Shiny Pickaxe
Dig — Equipment
Value: 1 gold
Equip: +1 to dig rolls

Shiny!
Dig — Treasure
Value: 1 gold

Shiv of "Persuasion"
Dig — Equipment
Value: 2 gold
Equip: +1 to your recruiting rolls

Shortspear
Dig — Equipment Polearm
Value: 1 gold
Equip: +1 to defense rolls while entrenching
Combine: Combine this with another Polearm. They become one item and add their bonuses.

Spell Storing Shortsword
Dig — Equipment
Value: 4 gold
Equip: +1 to combat rolls, +2 if a Shaman or Priest

Swarm of Vampire Bats
Dig — Event
This trap strikes three times.
Evasion Difficulty: 3
Damage: 1
No experience is gained for this dig.

Tunnel Collapse!
Dig — Event
Evasion Difficulty: 5
Damage: 2
No experience is gained for this dig.

Unexplainable Treasure Chest
Dig — Treasure
Value: 4 gold

Visor Helmet
Dig — Equipment
Value: 2 gold
Equip: When damaged, roll a die. On a 6+, discard Visor Helmet and prevent that damage.

Voulge
Dig — Equipment Polearm
Value: 2 gold
Equip: +1 to attack rolls
Combine: Combine this with another Polearm. They become one item and add their bonuses together.

Weak Cavern
Dig — Event
Your kobolds have stumbled across a vein of weak and easy to dig stone. All of your kobolds ordered to dig may

dig again.
Experience is gained for this dig.

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