by kirkroberts
dbolyard wrote:
Reviving this thread...
I like what has been mentioned here, but there are definitely occasions where simply removing the cards altogether would be a good way to simplify--whether for very young children, or for challenged children and/or adults.
...
An energy roll can either be:
1. rerolled (always)
or
2. collected
Once per each of your turns, you may spend 3 energy to change one of your dice to any result.
I like what has been mentioned here, but there are definitely occasions where simply removing the cards altogether would be a good way to simplify--whether for very young children, or for challenged children and/or adults.
...
An energy roll can either be:
1. rerolled (always)
or
2. collected
Once per each of your turns, you may spend 3 energy to change one of your dice to any result.
Yearly thread revival...
I do something similar:
- put cards out of play
- anyone can spend 2 energy cube to change a die value to whatever they want (as if having the Stretchy card power)
- anyone can spend 1 energy cube to reroll as many dice as they want (as if having the Telepath card power)
Each of the powers can be activated as many times as the player has cubes to spend. You can't spend cubes you just earned on the same turn.
Because these are actual powers from the game you might put the Stretchy and Telepath cards out for everyone to see. This introduces the concept of powers/cards.
I find that the ability to mitigate the luck of the die rolls adds a nice element to the game and gives energy a simple purpose when cards are out of play.