Quantcast
Channel: Rob Daviau | BoardGameGeek
Viewing all articles
Browse latest Browse all 192501

Reply: Fireball Island: The Curse of Vul-Kar:: Variants:: Re: Jeep and Air Lift ideas

$
0
0

by pratman2

I like these ideas, especially one of the treasure tokens being a key. I think the bridge collapsing makes sense, but I think at that point you would just way that the jeep cannot go on the bridges, this would be a limit for using it which may not be bad. You won't be driving it up to Vul-Kar, hopping out and grabbing the heart and hopping back in.

The Hello-Copter using a turn could work. With it requiring a souvenir card to utilize, it would be infrequent, so I think the key here would be testing it taking a turn vs. not. I was thinking maybe 2 cards for the deck, no more than 4. I do like the idea of some kind of risk being at play for taking it though. Losing a treasure is interesting is an option. It can't land on treasure spaces, but I'm also thinking it can't land on the space between the bridges where the heart is, it can't fly that close to the "hot" Vul-Kar.

As I'm thinking about it though, I have to keep in mind the 'Move to any Cave' souvenir card, I guess the advantage with the Air-Lift is you're not locked to the cave spaces.

Viewing all articles
Browse latest Browse all 192501

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>