Karama Overhaul?

แชร์
ฝัง
  • เผยแพร่เมื่อ 16 ก.ย. 2024
  • Karama in Dune has a lot going on. Does it need to be overhauled?

ความคิดเห็น • 14

  • @rachelw1349
    @rachelw1349 18 วันที่ผ่านมา +2

    Good idea. The naming convention with the Karama symbol before or after the faction advantage would be very helpful. The once a game Karama ability on the faction sheet would be great too with a Phase symbol next to it showing when it can be used.

  • @surfsidefiber9887
    @surfsidefiber9887 18 วันที่ผ่านมา +3

    I wouldn’t like Karama to be overhauled to this extent. I really like the versatility of the card as it is now, even if there’s a bit of a learning curve for using it. Of course, some simplifications or directions that make it more clear on how to use these effects would be welcome changes.

    • @tkwstopmotion1
      @tkwstopmotion1 18 วันที่ผ่านมา +1

      I mostly agree with this as well! I really like the flexibility of the current karma card. Though I do like your idea of adding a karama symbol to faction abilities that can be canceled.

  • @SaltTheFries86
    @SaltTheFries86 18 วันที่ผ่านมา +1

    Streamlining Karama effects to just one cancelation per faction is a great idea IMO. Also splitting economical effects of Karama to Solaris is fine to me. Leaving super Karama effects intact is also OK in my books. Maybe there should be a two-state token for each faction to indicate if once per game effect was used.
    I think clarifying timings of Karama use is also very important and they should be specified.

  • @chasusafa
    @chasusafa 18 วันที่ผ่านมา +2

    I'm ok with taking the half price shipping and bidding off of the Karama card and putting it onto another card. Half price shipping doesn't seem like much of a miracle.

  • @derek_davidson
    @derek_davidson 18 วันที่ผ่านมา

    I absolutely LOVE your new Karama split and simplifying it like Dune Conquest

    • @chasusafa
      @chasusafa 18 วันที่ผ่านมา +2

      I do not want Dune to become more like Dune Conquest. I played Dune Conquest first, but I prefer everything in Dune Advanced Rules to Dune Conquest.

  • @taninrobertson2262
    @taninrobertson2262 18 วันที่ผ่านมา +1

    Not a fan of this overhaul personally but I understand why someone would like it

  • @chasusafa
    @chasusafa 18 วันที่ผ่านมา +3

    I hate the idea of limiting which of the faction powers I can cancel with a Karama card. Please spread this hate around.

    • @rachelw1349
      @rachelw1349 18 วันที่ผ่านมา +1

      I agree, we do not want to nerf the depth of them game, it's part of what makes it fun.

  • @dateris
    @dateris 18 วันที่ผ่านมา +1

    I like the idea of splitting the Karama card. Personally, I would go further and separate it into 3 cards: One card for free treachery / guild shipping rates, one for ability prevention, and one for special powers. The reasoning for this is simple: analysis paralysis heightens when you hold this card, and most of that paralysis is due to handling the wide array of possibilities that prevention allows for. So separating the prevention mechanics into its own card is for the best, I personally think.
    For prevention, having the Karama symbol before the preventable faction advantage is a good quality of life change. I'm not 100% sure how I feel about limiting the preventable abilities to just 1 per faction. On one hand, there's a lot of prevention mechanics that probably just are never used and are a waste of space (ex. the amount of times that someone Karama'd BG's Choam Charity ability could probably be counted on one hand). On the other hand, not all factions have a singular ability that rises above all of their other abilities as an obvious candidate for sole prevention (ex. I feel that Moritani's Terrorize and Enemy of My Enemy abilities are roughly equal in desire to prevent).
    Here's something completely different that may be better or worse: Rephrase "Prevent/Cancel" as something akin to "Nerf". Just as the rules have a section housing Karama special abilities, you could have a section housing "Nerfs", which act as the opposite, and may be more complicated than merely preventing a faction ability. It could be something entirely new or a combination of preventions (Ex. Moritani: until end of turn Moritani can't move or place a terror token in target stronghold, nor can they trigger Enemy of My Enemy there).

    • @rachelw1349
      @rachelw1349 18 วันที่ผ่านมา +2

      Analysis paralysis is a good thing, give it to all of your opponents as often as possible. I think that you may be on to something though with the 'Nerfing' concept. If I understand correctly, instead of preventing an individual power or effect on the spot the karama would hamper a faction for a phase or turn?

    • @dateris
      @dateris 18 วันที่ผ่านมา +1

      @@rachelw1349 Analysis paralysis is good, but there's the saying of there being "too much of a good thing". The Karama card does get pretty close to that line at times.
      Potentially hamper across a full phase or turn, but I think you'd have to take it on a case-by-case basis. Like, preventing the Emperor from making any spice in the bidding phase is a bit overkill. For the Emperor it could remain as a "make no spice from one purchase" or it could be something like "Emperor only gets half their profit for the bidding phase" (effectively copying and stacking with their Homeworld disadvantage from the Ecaz & Moritani Expansion)

    • @rachelw1349
      @rachelw1349 18 วันที่ผ่านมา +1

      @@dateris I disagree, I want my opposition confused and not knowing what to do as often as possible.
      In all seriousness, I've got no problem deciding how to best use the Karama cards that I acquire. If my opponents can't decide how to use theirs, all the better for me. If my opponents don't understand how or when Karama cards work is another issue.
      Not being able to make a choice/decision is a player problem not a game design one. What is a game design problem is not being clear as to what the options are so that an optimal choice can be made. I think that Jacks idea of adding a symbol before or after an advantage name on the faction cards is the perfect solution for clarity.