Looney Labs Chrononauts Mailing list Archive

Re: [Chrononauts] Open Market

  • From"Robert Potter" <oldestgc86@xxxxxxxxxxx>
  • DateFri, 22 Dec 2006 12:14:34 -0600
No, that's a little to restrictive for my taste. Cards-in-hand could be and should be traded for Artifacts in play. By taking a step backward from one goal (10 cards in hand), you can take a step toward another (Mission). Or vice versa.

The only reason I bring it up is because I'm a big fan of trade and barter. I like to haggle as much as an Arab trader, though I admit I'm not nearly as shrewd. I thought a way to trade would be cool in this game.


From: "Carol Townsend" <carol.townsend@xxxxxxxxx>
Reply-To: Chrononauts Discussion List <chrononauts@xxxxxxxxxxxxxxxxxxxx>
To: "Chrononauts Discussion List" <chrononauts@xxxxxxxxxxxxxxxxxxxx>
Subject: Re: [Chrononauts] Open Market
Date: Fri, 22 Dec 2006 11:07:05 -0600

How about:

Open Market.

Pause the game.  During the pause, players may trade cards with each other.
Cards-in-hand may only be traded for cards-in-hand. Cards already played on
the table may only be traded for cards on the table. The Market stays open
until all trades are finished.

On 12/22/06, Robert Potter <oldestgc86@xxxxxxxxxxx> wrote:

Yeah, I guess you guys are right.  Temporal Curse was a bad
idea.  Luckily,
I have a better idea for an action card

OPEN MARKET:

Once played, the game pauses for a moment.  During this pause, players may
trade artifacts, gadgets, or the cards in their hands with each
other.  The
market stays open until all the players are satisfied.  A few restrictions
though, cards that were on the table before trading must remain on the
table
and cards in the hands must stay in the hands.

Howzat?

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