Beta Print and Play
v0.96 Posted: 1/6/2020
v0.98 Posted: 3/31/2020
Updated v0.98 to fix Hungry Nebula: 4/1/2020
...and some typos, later on 4/1/2020
As we work toward launching our Kickstarter campaign for One Deck Galaxy, we've prepared a Print and Play of our current beta testing files. Feel free to take a peek at them, or even print and play them if you have the ability to do so. We love feedback, and you can reach us at AsmadiGames@gmail.com, @AsmadiGames on Twitter, or simply post on the BGG forums for One Deck Galaxy.
Change Log (v0.98)
Goal: Game Length + Complexity
One of our top goals with One Deck Galaxy is to have a good mix of strategy and accessibility. Our last version was over-complicated in some ways, and was also taking longer to play than we'd like - so we've made adjustments to get that playtime down to the 30-60 minute range where it belongs. We've also streamlined mechanics and explanations in ways that don't significantly affect depth but do make things much more easy to explain and understand.
1) "Federation Level"
Previously, as you completed Milestones, you tracked the number of Federation Tokens you'd placed on to your Society and Homeworld (previously "Civilization") mats, and there was a table on your Society Card that told you how that affected your Colony Limit and how many times you could confront the Adversary. We've unified this into a single concept called Federation Level. Now, your Society Card has a track where all your Federation Discs live. It has numbers 1-2-3-4-5, with the 1 visible at game start and 2-5 covered by discs. As you remove discs to place them on completed Milestones, you'll see your current Federation Level increase.
Federation Level is used in several places. Your Society Special Tech still improves as your level increases, now with a basic level, and better versions at Level 3 and Level 5. Your Homeworld card shows your Colony Limit (1P: Fed Level x2, 2P: Fed Level +1). The Adversary Confrontation cards now specifically list the Fed Level required for each confrontation. Finally, many Adversary's Defeat conditions (the things that make you lose!) now directly reference Fed Level. By tying all of these concepts to one easily visible stat on your Society card, your progression is a lot more visibly clear, in a similar way to Experience Level in One Deck Dungeon.
2) Grouped Milestones
In previous iterations, we tried to give each Society a varied set of milestones. This wound up being less satisfying than it would have seemed, and took away a sense of direction or knowlege of how to progress. In v.98, each Society has three Milestones, escalating difficulties of the same concept. For example, the 2P Builders have milestones for total dice value of 35, 45, 55 in their dice pool. This gives the Builders a clear goal: Their Federation Level increases as they gain dice, and techs that let them increase to high dice values.
This is one of the areas we'll be working on most for number balance, as it's a fairly fresh concept.
3) Adversary Reform
Adversaries felt a little too same-y, and we want them to feel uniquely threatening! So we reworked lots of their abilities and victory conditions, and created the Adversary Event system. This replaces the messy Reshuffle token / phase. Now, when you start the game, you shuffle the Adversary's 5-card Event Deck, and place it face-down underneath the Galaxy Deck (where the Stairs card would go in ODD.) Every time you reshuffle, the top event occurs (at the end of the current phase - no more instant interruptions!). Each Adversary's events are very different, and reflect their unique abilities and means of interrupting your progress.
Adversary Confrontation also went through a change - instead of placing tokens onto the Adversary, you'll be removing them from a track much like the Federation Level track. You'll still claim victory by confronting the Adversary 4 times, but now it's much clearer how that happens. The Confrontation cards now sit directly to the right of the Adversary card, with boxes that line up directly to the tokens you need to remove.
4) New Cards!
We've expanded the deck from 36 to 40 cards. Hurray cards!
5) Homeworlds + Graphic Design
"Civilization" cards are now Homeworld Cards! As such, they have lush backgrounds depicting the homeworlds of your favorite Insulan Aliens. It's all very pretty. With the change to Milestones and Federation Level, we've revamped the look of the Homeworld+Society cards and they're really sleek now.
Change Log (v0.96)
In the last version, Resources were entirely used for accomplishing Milestones. Now, Resources are valuable because they make some of your Techs more powerful as you progress through the game. Civilizations also start with some resources.
2) Tech Overhaul - The Techs in the first Beta version were very straightforward, to test balance levels mostly. Every tech has changed, and instead of 18 duplicated techs there are now 32 different ones available (and they have names!).
[FORCE REACTOR]: Roll [Y]. if you have 4 [FUEL], also gain [Y-6]
[VERDANT NETWORK]: Roll [B]. Increase [#PLANTS] different dice by 1.
[EXPEDITIONARY FORCE]: Spend [Fleet x 2] to add O to each Location.
Resource Techs provide ways for techs to grow in power over the course of play. Some get better after reaching a resource threshold, others increase gradually as you accumulate resources. This gives more meaning to which Locations you go after (and who gets them, in a 2P situation).
Spendy Techs give clear ways to spend Fleets and Science for benefits. Costs are always in the text of the tech now.
Simplified the Neeble-Woobers Escalate to not involve the # of dice rolled, just an effect for each color. Also changed the way they steal colonies - no longer from the top of the deck! Instead, they take the card in play with the most icons. You now have some control over it, but it's also a bit nastier in some situations.
The Hungry Nebula's hard side has had its numbers increased, and also when you defeat its' Adversary Encounters, they are discarded instead of exiled.
4) Duplicate Locations
If you draw a location or encounter that is already in play (or multiple Adv Encounters), it is discarded and a new card is drawn. This ensures a bit more board variety.
5) Reshuffle Phase / Token
Reshuffle interrupting actions was a bit of a timing debacle. Instead, when it's time to reshuffle you do so immediately, and place a Reshuffle Token on the Adversary. At the end of any phase, if there's a Reshuffle Token, you remove it and then do the Adversary's Reshuffle effects. So basically, the bad stuff just waits a little bit.
Importantly - if you need to place the Reshuffle token and it's already on the Adversary, you lose the game immediately. You have to be careful once the deck is small - time is running out!
6) Colony / Adv Disc Limit
These tables have been updated. The early part of the game is a bit more forgiving for Colonies, because it wasn't quite interesting enough to start the game with a limit of 1. Also, specified that if you are at your Colony Limit, you can discard a Colony to claim a new one.