Grudunza wrote:
In theory I love the idea, but I'm not sure if it's feasible yet without some explanation/clarification. Are the monsters still in Tokyo? I would presume yes, but then does that leave room for someone else to come into Tokyo? I would assume not.
Yes, the monsters would still be considered in Tokyo (or Tokyo Bay). The Tokyo Location Cards add to the current rules and replace only when specified.
Grudunza wrote:
Monument of Tokyo... is that cumulative between all players? In other words, if you enter Tokyo and the monument has 19 damage on it, you can easily win by going in and getting the last one? Or do you need to do it yourself in one run, which would be virtually impossible (staying there at least 4 turns)?
The counters are not specific to one player, they are just counters. This ability is designed to be a risky sub game of exactly what you describe. 20 damage is a lot! The monsters would need to work together but would have no motivation to do so - I think some revision is needed on this one. Just brainstorming with the idea of alternate win conditions.
Grudunza wrote:
And for Tokyo Defense Station, that obviously only applies on the following turn (since you don't roll on the turn that you move to a location). So I don't know how appealing it would really be to do that, having to hope you'll still want to stay in Tokyo until your next turn (a lot of times that's an iffy proposition). I'm not saying it's bad, because like a lot of the cards in the game, it could be very situational, where many games you wouldn't want to use it, but one game you know it might win it for you (you enter Tokyo with 9-10 health, knowing you can probably survive until your next turn when you might be able to finish the other monsters off with the extra claws). Eh, the thing is, I still don't know if that one works, because you might roll a lot of claws, anyway. I think the potential payout of that one would need to be huge, maybe that if you get three 1's, 2's or 3's, you also get two claws, in addition to the points. Something like that.
Yeah, some tweaking is needed to make the cards good enough to sacrifice your turn, but balanced to a certain degree. Maybe this one could be tweaked to be more defensive like this,
Tokyo Defense Station
You treat 3's as if they were claws. If you would take damage, take one less damage.
Grudunza wrote:
Actually, now that I think about it, as written it requires every player to spend more than one turn in Tokyo (after having wasted a whole turn there) in order to take any advantage of a location card, and then you get its use for maybe one turn. It's very rare that a person occupies Tokyo for more than one time around the table. So I don't think the value of it is good enough considering that. I think what might work is something where while you're in Tokyo, you roll as normal, but for each heart you roll you can draw one Location card and choose one to go to. I'm not sure that you'd want to circumvent the "hearts are always worth nothing in Tokyo" rule, but something along those lines would work better, I think. That way, you're not wasting a whole turn in Tokyo, and you're also possibly getting the advantage of a location for the following turn. Actually, spending energy to explore would make more sense, thematically... that's how you get around. So maybe when in Tokyo you draw location cards and they have different energy costs (probably low, like 1-2, or they wouldn't be worth it) and you can spend energy to go to one of them.
Yeah, the hearts are worth nothing in Tokyo rule is important, I think. You're right, in that the player would sacrifice a lot for these benefits. Not rolling and then making it all the way around until your next turn is a lot to ask! I'm open to having monsters spend energy to explore places. I would like to test various ways of exploration.
My thematic justification for not rolling to explore the city was that instead of fighting, gaining energy, and VP's, the monsters were wandering Tokyo.
I do like however, the aspect of my original design where the player looks at the top of the deck during other players' turns as to not slow down the game.
Grudunza wrote:
But I didn't even mean to get so specific... The idea is a great one, I think. You just need to work out some of the details.
Thanks so much for your input!