Looney Labs Chrononauts Mailing list Archive

Re: [Chrononauts] Open Market

  • From"Carol Townsend" <carol.townsend@xxxxxxxxx>
  • DateFri, 22 Dec 2006 12:18:34 -0600
This is a reason to play-test it both ways and see what you like!

:)
Carol

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