Super Secret Playtest for Expansion!!

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Lord Zombitten
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Re: Super Secret Playtest for Expansion!!

Postby Lord Zombitten » Fri Aug 07, 2015 4:33 pm

Well, I figured if we're going to try for a KC-themed expansion, we'd HAVE to have fruitcake in there somewhere!

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Trinketseb
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Re: Super Secret Playtest for Expansion!!

Postby Trinketseb » Fri Aug 07, 2015 4:38 pm

KC-themed, doh! Of course! We make the cat toys trinkets, and maybe Zombitten cards, where if u would blow up, you instead shuffle your kitten back in the deck and keep on playing.

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Trinketseb
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Re: Super Secret Playtest for Expansion!!

Postby Trinketseb » Fri Aug 07, 2015 4:40 pm

The Zombitten card would have to be played face up in front of you, and once you have a Zombitten card in play, you couldn't play another one.

Lord Zombitten
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Re: Super Secret Playtest for Expansion!!

Postby Lord Zombitten » Fri Aug 07, 2015 4:44 pm

That works, or the Zombitten blows you up and then gets shuffled back in the deck, so the number of sploders doesn't decrease

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Trinketseb
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Re: Super Secret Playtest for Expansion!!

Postby Trinketseb » Fri Aug 07, 2015 4:47 pm

I'm actually going to play it for the first time tonight at my game night. Hopefully after a few games, the guys and I can come up with some more ideas.

Also, I have to bail for today. Talk later.

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Zem the Mattress
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Re: Super Secret Playtest for Expansion!!

Postby Zem the Mattress » Sat Aug 08, 2015 5:45 pm

Did my comment on here not go through? Aaw. Sucking up the comments just like the actual comment section!
I was thinking there should be one that lets you draw 2 cards. If you see the future, maybe you want the next 2. Or the exploding kitten is the third and you want to screw the next person, so you take those 2 out and it's on top.
From the planet Sqornshellous Zeta. Resident expert in gibbering, vooning, willomying, quirruling, globbering, lurgling, and- most importantly- flolloping.

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Zem the Mattress
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Re: Super Secret Playtest for Expansion!!

Postby Zem the Mattress » Sat Aug 08, 2015 5:46 pm

And maybe an optional rule about combining see the futures to see more cards down. Like 3 to start and every extra card lets you see one or two more.
From the planet Sqornshellous Zeta. Resident expert in gibbering, vooning, willomying, quirruling, globbering, lurgling, and- most importantly- flolloping.

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Zem the Mattress
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Re: Super Secret Playtest for Expansion!!

Postby Zem the Mattress » Sat Aug 08, 2015 6:59 pm

Oh, and don't forget the ever-present need for a reverse card. That's come up in my games and on the comments.
From the planet Sqornshellous Zeta. Resident expert in gibbering, vooning, willomying, quirruling, globbering, lurgling, and- most importantly- flolloping.

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Trinketseb
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Re: Super Secret Playtest for Expansion!!

Postby Trinketseb » Sat Aug 08, 2015 9:54 pm

Reverse order is probably a must in some form.

The one thing I think needs to happen, is a way to stop people from turtling. Even in my first game, everyone figured out to just hold all of your cards as long as possible. There's not much of a benefit or strategy to playing early. Maybe institute a if you don't take an action/play a card during your turn, you must discard a card at random from your hand?

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Zem the Mattress
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Re: Super Secret Playtest for Expansion!!

Postby Zem the Mattress » Sun Aug 09, 2015 3:03 am

I hate that "strategy" too. I dealt with it by making the rules for combos of cards only work for picture cards so you can't steal a card with 2 action cards. Plus, that's less of an option the more kittens there are in the deck, so have more players. But if there's a way to abolish that, then I'm on board.
From the planet Sqornshellous Zeta. Resident expert in gibbering, vooning, willomying, quirruling, globbering, lurgling, and- most importantly- flolloping.