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INWO2 |
[The 13th Circle] [Speed] [Timing] [Other Rules]
Faster and Simpler - Fixing
INWO
Martin Lærkes
There is something fundamentally wrong with
INWO!
Fortunately it can be fixed with a little errata.
The problem has 2 parts. First, non-degenerate play has become tremendously slow,
because some very degenerate speed decks cropped up, forcing SJ
Games to respond by creating some all-purpose victory stoppers. The victory stoppers do
slow down the speed decks, but unfortunately they bring non-degenerate decks to
a complete standstill.
Secondly, certain parts of the rules are unnecessarily convoluted. This makes veterans reach for the rulebook at the most inconvenient moments, and makes the game very hard to teach to newcomers. Newcomers to any CCG are faced with the task of mastering hundreds of cards, so the addition of complex rules makes for an almost insurmountable challenge.
The article below deals with these 2 problems under 3 headings: Speed, timing, and other rules. The speed issue is very important to the game. Fixing it should make both tournament-level INWO and non-degenerate INWO a lot more enjoyable and balanced. The other suggested changes will make the game simpler and smoother.
Speed
The speed issue concerns how quickly (or slowly) victory can be achieved.
When the one big deck game Illuminati game was transformed into the trading card game INWO, some of the illuminated goals remained unchanged. In this new environment, where each player brings the perfect cards for his twisted scheme, the old goals are so easy to achieve that players can build decks that win on the second turn. These hyper speed decks are extremely powerful. They may not be infallible, but on a decent day they beat all other deck types.
In most INWO cabals, this problem is dealt with by a
simple gentleman's agreement concerning deck construction. After all, we're
just playing for laughs, and the hyper speed decks pretty much ruin the fun. But having "gentleman's agreements" deal with a major
problem is hardly a desirable situation, as you will discover if you participate in
tournament-level INWO or play against opponents from another cabal.
The official rules ought to deal with the problem.
With the release of Assassins SJ Games did
respond to the hyper speed isolationist decks. Thus,
victory stoppers like Interesting Times, Apathy, The Magic Goes Away, Nevermore!
and the paralyzes were added to the existing Upheaval. Later came Sultan of Slack.
SJ Games also weakened the doubling goals. By letting only 3 groups count
double, decks relying on these goals could no longer win with 5-6 groups in
play. But, for some reason the non-doubling goals were left alone, even though these goals
can be achieved with even less groups!
The alterations worked. The cheap all-purpose victory stoppers weakened the hyper speed decks, because these decks usually don't have any way to recover if their initial burst of speed doesn't lead to victory. Unfortunately, while the changes pretty much fixed tournament-level INWO, they had a profound and detrimental impact on non-degenerate INWO. The same cards that slowed down the hyper speed decks, can make every other deck come to a grinding halt. Six hour games are not uncommon under the current rules, not to mention games that end in a disappointing stalemate.
So, the intended fix turned out to create a
ripple effect, generating a new devastating problem.
In order to deal with both the original issue and the ripple effect, it is
necessary return to the source of the problem.
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The Solution Anti-speed The altered goals look like this: |
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The 4-5 group discounts ensure that these absolute goals are still appealing compared to a doubling goal. They just can't be abused. This errata makes second turn victories virtually impossible, and third turn victories a lot harder to achieve.
Anti-stop
After slowing down the hyper speed decks, the existing speed bumps are no longer needed. A simple solution might be to ban these
cards altogether, but rewriting them instead allows players
to still use their cards.
Timing
The timing rules are confusing, not least thanks
to the fact that the World Domination Handbook got hem wrong! This needs to be taken care of.
General Timing
The World Domination Handbook version 1.2 contains two timing rules:
Unfortunately, the rulebook then proceeds to explain rule
one, with a situation which isn't covered
by rule one! The example given is that the Nuclear Power Companies would not be
able to cancel an attempt by the Discordians to make the NPCs straight.
Ignore the example!
Furthermore, the rulebook goes on to list all kinds of exceptions to rule
one - exceptions
that involve canceling. Again - ignore the exceptions, because they aren't
really exceptions at all, they simply fall under rule two. So, it is in fact not an exception that you can cancel a privilege or
an attempt to get at somebody's plots, since canceling happens before the event
cancelled.
Stick to the two rules, ignore the examples, and everything should be a lot simpler.
Manipulating Dice Rolls
For the sake of simplicity, plots or special abilities that allow a player to manipulate or re-roll dice
rolls should be included in the timing rules for canceling. This means that the
new score replaces the original one before the original roll happened. Thus,
there won't be any confusion concerning the temporary outcome of an attack, because the
attack hasn't ended until all players are through manipulating the roll.
Timing During Attacks
With just the two timing rules to keep track of, the game
becomes a lot less complicated.
Unfortunately, these simple timing rules do not currently apply while an attack
is in progress. During an attack, events do not happen in the order played.
Instead, later events can make earlier ones illegal, and you can even cancel an
attack way after it has been declared. Confusion ensues.
To make things easier, the rules for attacks should be
changed to accommodate the two timing rules:
Attacks no longer take place in a time-vacuum where everything happens
simultaneously. Instead, attacks consist of a series of isolated actions. This
means that if you want to cancel an attack, then you have to cancel the first
token when it is spent. It also means that NWOs will not affect the attack
retroactively, but will kick in at the point they are played - only affecting
yet unspent tokens.
The new attack sequence is divided into 5 steps:
Summing Up
The full timing rules now look like this:
Note that cancellation or dice-manipulation is still a play, so they too are subject to further cancellation or manipulation.
Other
Rules
The remaining topics covered below do not concern
problems of the same magnitude as the speed or timing issue. However, they
are quite complicated rules, and simplifying them would make the game much
easier.
Any Time is Any Time
It seems strange that
cards and abilities which can be played "at any time" can in fact not be
played at any time. They can be played at any time, except at the
beginning of your own turn.
Most players get around this by asking the rival before them to say when
his end of turn begins, virtually circumventing the counter-intuitive rule. Thus, the rule has limited impact on the game, yet
confuses both newbies and veterans, and contradict what many of the cards
literally say. So why
have it in the first place?
When asked about it, the INWO gods have replied that the rule is there to prevent abuse of temporary alignment changes and specific goals. This doesn't refer to the doubling goals, but to the Shangri-La and Bermuda illuminated goal - primarily Shangri-La, who can win using temporary alignment changes on groups in rival power structures. This would allow Shangri-La to win with very few groups in play.
However, the anti-speed rules introduced above have already dealt with both Bermuda and Shangri-La, making this abusive play a lot less powerful. So - there is every reason to allow players to use their any time cards at any time.
Secrecy
The secrecy rules often confuse newbies. Not only do they break the
normal rules about which groups can aid an attack, but it can also be tricky
to figure out which special abilities affect secret groups. All we get in return
for these complicated rules is the existence of some extremely powerful isolationist decks.
This rule replaces all of the old secrecy rules: If a non-secret, non-illuminati group initiates an attack on a secret group, then the secret group gets a +5 bonus to its defense. Non-secret groups with a special ability allowing them to attack secret groups ignore this bonus.
Immunity
The immunity rules keep growing and growing. All explanations,
examples and new rulebook chapters aside, time and again immunity keeps producing new questions and headaches.
Rather than adding yet more paragraphs to the immunity rules, it is better to rewrite them entirely, basing them on something substantial - the action token. This will mean that immunity no longer protects against all the things that it used to. On the other hand it will also apply in some new situations, such as plots powered against the immune power structure. This should render immunity no better or worse, simply different.
Under the new rules immunity from alignments means immunity from the
action tokens
of these groups.
When a group is immune to attacks from groups with a specific
alignment or attribute, it means that it's groups are immune to the
tokens of these groups. If the immunity applies to the entire power structure
then it also applies to the hand and deck of the player. If a rival's group, to which you
are immune, spends a token to perform any of the actions listed below, then the
action is illegal, and the token is automatically cancelled:
Immunity from specific kinds of attacks means that tokens or cards spent to initiate or aid such an attack are automatically cancelled.
And that's it.
There have been some changes, but nothing too drastic.
Some are downright necessary, others just make the game better.
The new rules render INWO faster to play and easier to understand (and teach to
newbies).
Now, go drink some coffee and take over the world.