Wurmwood Posted July 22, 2022 Report Share Posted July 22, 2022 I'm starting to work up house rules for Puppets I want to add to my PW game. First up are Stitched Togethers (using "Bear-ly Togethers") and the Widow Weaver (Mysterious Effigy with a parasol added and some fine lines carved at the limb joints to give a more "puppety" look). I haven't done any playtesting with them yet and haven't played PW in general in a while, but if anyone wants to give them a shot (or you just see something obvious that I should change) and let me know what you think, I'd REALLY appreciate it. I'll update once I get some games in with them. THANKS Quote Link to comment Share on other sites More sharing options...
luckyreplica Posted September 23, 2022 Report Share Posted September 23, 2022 Sorry, this is not a full on custom puppet, as I am working on them, and going to playtest them within a month or so. After some time looking around for how to further "balance" or optimize this game, I have found some use for the Puppetpocalypse models (I know you Wurmwood are not a huge fan of these sculpts, but I found an okay use for them). Within our group, The Hooded Rider is too powerful. I remember other playtesters back in the day experienced similar issues. The "yellow" puppets also have three sidekicks, so I thought the Puppetpocalypse would be great as Sidekicks for ram, tome, mask and crows. Furthermore, our group wanted some more gamemodes. I have seen the "King of the hill"-style, but games tend to take a long time with balanced opponents (I should mention, we typically play this with 3-4 people). What I wanted to do was to give the game some more defined boundaries and a little more development for a team. Some of the rules I will implement when finishing the 4 additional horsemen: The 5 horsemen (the hooded rider is included there) can not be chosen for your toybox. Upgrading a puppet with items is not necessarily limited to puppets within your scrapyard. The missions I want to create is different ways to earn victory-points (I have thought of 3 modes, where one mode rewards a trophy (doll-head) for slaying another puppet. The other rewards dolls for searching piles of mess lying around the board (an example of a mission card is attached)). These victory-points can be EXHAUSTED (exhaustion does not make you lose the point, but it cannot be exhausted twice) to attach an upgrade to a puppet. This should be seen as an ability (which I would call a free action). These rules work for our group because we are not huge meta-gamers, so overpowered upgrades for certain puppets are not what we look for or study too hard. Furthermore we felt that the development of the game could get a bit stale at times. Please bear in mind, this is a work in progress and merely a first draft (without playtesting or further study) at how a mission-card could be done. *NOTE: This is totally home-made for private use. It is not affiliated in any way with Wyrd 1 Quote Link to comment Share on other sites More sharing options...
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