by larienna
I made a 4th play test using some of the new rules, here are the playtest notes then I'll explain the new ancient ones.The changes I made are
* Removed 4 common items ( both +1 clue, rabbit foot and cross)
* Played with cthulu: doom track of 8. Red sun spawn an eldritch token randomly, moving on that space delay investigator and make them lose 1 sanity. Eldritch token is a solvable mystery (3 rolls)
Playtest notes
* No need for ancient one setup, ancient effect jump in on second turn.
* Unless I use unique character pawns, I'll need a reason to identify the color of a character. Unique pawn still seems better.
* Eldritch token placement: To make them a bit predictable, I should use numbered token from 1 to 6. Also prevent having 2 mystery at the same place. Less re-rolling.
* There will be a new threshhold mechanic for each ancient. When a condition is met (ex: 6 eldritch token or 6 gates on the board) it makes the doom track advance once for the whole game. The doom track token will be double sided to keep track that the threshold has been met.
* Recharge weapon: at the end or the beginning of a city encounter? Maybe at the end makes more senses. Fighting in a city would refill weapons at the end. It happened once or twice that a weapon was not available. Also player can change his mind for the encounter to resolve after battle without affecting the rules.
* The new ancient power system does not multiply if there are more players. I am not sure if it was necessary, further testing with various nb of players will be required.
* Flying monsters is annoying to roll randomly. Maybe fly in a predefined path. For example north hemisphere monster fly left each turn, south hemisphere, monster fly right each turn.
* Character ability balance is hard, some are too weak others are too powerful. Probably character will not manipulate dice, instead, certain task will be easier than others. There should be 1 such ability per player.
* Rumor Appearance is really luck dependent. Not a single rumor was rolled for the whole game. They also seem to slow down the game. Maybe should remove for now.
* Cthulu: Forgot to lose sanity but getting delayed all the time was very strong. Maybe you get delayed only if you cannot spend an extra movement roll. But still lose 1 sanity.
* 1 condition was given the whole game and it was countered with a bless. The other game where was more condition given. It could depend on the character special abilities for this game. NOt sure if they should be used more considering they are deadly.
The game was played with 2 character and lasted only 70 minutes, which is a very good game length. So reducing to 8 the doom track and having no rumor kept the game in time. I might make all ancient start with a doom track of 8, there is not much reason to have shorter doom track now that each ancient has a unique mystery system.
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Planned ancient abilities
6 new eldritch token will be added to the game numbered from 1 to 6 on the back of the token. Each ancient will have an ability triggered when the omen reach the red sun. And they will also have a threshold condition. When something is too crowded doom track advance once per game.
When placing an eldritch token, the location is determined by looking at the value on the back of the token. When no token are available to draw, the discard pile is reshuffled. (In other words, they work like clues in eldritch horror).
Eldritch token can be resolved as mysteries (the dice challenge will be on the ancient one). Once resolved, the token is removed and the elder sign track advance by 1.
Here are the possible ancient abilities.
Azathoth
Red sun: Flip all eldritch token on the board. If the token was already flipped, remove it and advance the doom track by 1. Place a new eldritch token on the board.
Threshold: None
Cthullu
Red Sun: Place an eldritch token on the board.
Threshold: When all 6 eldritch tokens are on the board.
Other Rules: When moving in a space with an eldritch token. Lose 1 sanity, then become delayed unless you have an extra movement roll.
Shub-Niggurath
Red Sun: If there is an eldritch token in play, remove it and place 2 monster in that location. Place an eldritch token on the board.
Threshold: When there are 16 monsters on the board.
So this is it so far. What do you think?