I get that. But that means turn 1 attack and defend are not even options. Especially important if you’re pullin’ off the Hunger Games vibe. At the very least, people gunning for the same item should have a random “died trying” action occurring. So say 4 people go after the same item, there’d be a roll for who gets it, and a roll on the remaining 3 for who dies trying (with perhaps a “no one” value in there for a 25% chance of no one dying). If two go for it, same thing, with the possible 50% chance of not dying for losing. There’s gotta be some turn 1 deaths, yo. :razz:
Could also make the turn 1 actions different, kinda like what was said above with the “hide” option. Turn 1 let a player to opt to run/hide, which would make them immune to be attacked for turn 2, allowing them the option to not be left to fate. In either case, early game bloodbath will happen. These ideas would just allow it to be somewhat manageable and right out of the gate instead of quite possibly left to random chance.
Hunger Games vibe would be nobody starts of with anything, and you run for the weapons off the bat, like this game. Having everybody deadly turn 1 wouldn’t be hunger games vibe at all, that’d be more of a Battle Royale vibe.
You’re assuming there’s no turn 1 deaths, but you don’t know what powers people have to know that ; )
So turn 1 deaths will be entirely dictated by individual character abilities. I see. Still kinda limiting for that turn 1 of “grab shit, hope you’re lucky”.
The idea of everyone deadly turn 1, though, would definitely be managed by simply having the option to run/hide turn 1. Turn 1 attack is 100% useless as is. The idea of run/hide giving you next turn immunity would be an alternative to attempting to pick up an item while not being in the initial rush, but that would also mean being limited to whatever’s left.
Hey, I’ve been reading the last couple of Mafia games and wanted to get in on the next one, but this seems like it could be even more fun (and no way for me to let down a team). Sign me up! please.
It’s an interesting thought, but lets say that 1/2 the people hide on turn 1. Those people are going to be fighting over the same weapons on turn 2, so it just delays it by 1 turn. I do like the yomi involved though.
However, I fear that having a “hide” action hurts the end game. When you are down to 2 people, and hide makes you un-targetable on the next phase, it may just turn into people alternating hiding. It could make for an interesting “Ambush” ability on a character, where you can hide, making you not able to be targeted for the next phase, then attack the following phasefor a bonus.
That’s why hide would be a turn 1 action only. Or a one-use action.
My ideal thought would be hide is a one-use. You remain hidden until you act in any other way, where you are either forced to act after 3 turns or end up “found” and die. The “ambush” idea would be an interesting addition as well. Perhaps something to shelve for a future game once we see how this one pans out.
@AlphaCommando if I find a body and I’m allowed to pick it up and run, I’m going to find you and hit you with the body (if you and I get into the game)