Thanks to clarify how the evolution actually work. I have a question also, when the stage of the game changed, Did it affect the whole field (both player got a benefits) or just affect a player who caused change stage?
Luminar wrote:
gtriff07 wrote:how about you get dna points fir killing a creature
so what do you think about this method
This seems like the most obvious way to go about it, yet it's kind of a bad idea.
If someone kills a creature then gains points for doing so which allows it to evolve, the player may then evolve an Animal into a more powerful Tribal creature, which would have better defence and/or attack than an animal - this means it is easier for the player with the Tribal creature to kill his opponent's still-unevolved animals. So the Tribal kills animals and evolves again to Civ, making it even more powerful.
This would effectively lead to "steamrolling" where one player takes the lead, and gradually becomes more and more powerful with the other player's chances of beating them getting worse as the match goes on, making it largely pointless for the losing player to go on. It could be viewed as punishing the losing player for losing, which is only going to make them more likely to keep losing and thus their position will keep worsening. The game would basically turn into "who evolves first wins".
Unfortunatley, I still haven't been able to think of a good system to replace resource-junking. Currently i've pondered the Cells idea a bit more and have it so you do not junk the cell cards upon evolution, but you can only have two in the resource pile at most. These would be divided into three types - Microbe (Green), Bacteria (Blue) and Virus (Red) which power the evolution options in place of Fruit/Green, Eggs/Blue and Meat/Red.
I need someone else to look at this and weigh up the pros and cons of this, though, and possibly offer suggestions on how to expand and/or improve this proposed system.
I agree that it's a bad idea for gaining DNA point via killing a creature (if the rules doesn't say that achieve a specific DNA point to win the game.)
I feel that using a cell card as a resource to evolve seems to add more type of resource card that you need into your deck. Let's look at this: Instead of two types of resource card for animal and tribe creature deck, one for animal stage and one for evolve and use in tribal stage, adding cell as an option to evolve would add one more resource card. So it would end up in three type of resource to play this deck instead of two types of resource. Now think about playing an evolver deck, how much resource type it need to put in that kind of deck. However, as I read how the evolution work, it seems that junking one resource to change stage would somehow a bit too fast.
I also have an nice idea of DNA to give you (if it's not related to how you win the game). you get DNA point by flipping a resource card and pile it in resource slot and then count it as one DNA point per card in this pile. You can flipped your resource card only once per turn. When the resource card is flipped to becomes DNA point, it can't flip back. This DNA pile use one slot in resource slot.
Some planet card, cell card or event card may let player ignore DNA point to evolve their creature.
What is the advantage here?
1. This greatly reduce the number of junked resource card.
2. DNA will slowly increase as a game passed, So you may say, to evolve this creature, you need to have a specific point of DNA and you also may need to junk one resource as a choice of that creature's evolution path.
Example:
To Tribal, you need to have at least 2 DNA point and when combined with junked one resource, the fastest turn that you can change stage to tribal in normal play is turn 3.
To Civilization, you need to have at least 4 DNA point and when combined with junked one resource, the fastest turn that you can change stage to civs. in normal play is turn 6.
To Space, you need to have at least 6 DNA point and when combined with junked one resource, the fastest turn that you can change stage to space in normal play is turn 9.
(you may changed the number of DNA point for evolve if you think it make the game too slow.)
3. Instead of using a token or counter to count DNA point, you use card to count it instead.
Some of the powerful attack may need a specific amount of DNA point to use, or even junked a card in DNA pile. Example:
Finishing blow.
Require: 6 DNA and 2 Meat
Effect: Discard 2 DNA point and 1 resource card, This attack kill the opponent's active creature.
Well, I don't sure that this will make the resource problem worst than before or not since retreat cost need you to junk resource, also evolve creature need to junk resource. As I see in your deck list, it only have 14 resource cards. May be it need a play test to see that flipping resource card as DNA point is work or not.
A little suggestion if it's not work. You may choose to implement only one or a few of the following.
1. DNA point can be junked as an unspecific resource for retreat cost.
2. DNA can flipped back to resource card once per turn if there is available slot left.
3. You may directly discard one card from your hand into DNA pile per turn. Those card will be consider outside of the game if it's junked. So return to play from junk pile, remove pile are simply not work for this kind of card.