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Underworlds Deconstructed

PostPosted: Mon Oct 01, 2018 8:13 pm
by Tom
I love the competitive play deckbuilding brings to Underworlds, but as time goes on and the card pool grows huge I'm also aware that it presents an ever growing barrier for entry. Plus so many cards go straight in the binder never to see play while others go into every single deck ever made.

As such I've been brainstorming an alternative casual play mode with no deck building at all. Just pick a faction and off you go.

https://docs.google.com/document/d/1rXk ... sp=sharing

Obviously it's much more 'random' than normal play, but hopefully it is also much more accessible whilst still being fun?

Critique invited at this draft stage and maybe some playtesting somewhere down the line.

Re: Underworlds Deconstructed

PostPosted: Sun Oct 07, 2018 9:36 pm
by Brad85
Need to give it a proper read. but sounds good.

Re: Underworlds Deconstructed

PostPosted: Mon Oct 08, 2018 5:41 am
by Darkson (Simon)
Had a quick read, and I'd defineltly be willing to give it a try.

Would say that the "score in 3rd phase" rule should not be in effect in the 3rd phase.

Re: Underworlds Deconstructed

PostPosted: Mon Oct 08, 2018 9:36 am
by Tom
Good point!

Re: Underworlds Deconstructed

PostPosted: Sat Oct 13, 2018 5:18 pm
by Tom
Updated with a better idea for handling 3rd end phase universal objectives. Put up to four of them aside if drawn during rounds one and two, and then add them to the active universal objectives in the second end phase.

Re: Underworlds Deconstructed

PostPosted: Tue Oct 16, 2018 10:22 pm
by MoodyGit (Gary)
First run went well. Having total new cards made it more fun but I think reacting to deck as it comes makes a very different game.

One thing to consider is we didn't see many universal objectives. Maybe all should clear at end of round, earnt or not. Clean slate and new challenges each time.