Message:There was a ConCon played mod of WizWar by our group without the maps. Not sure how treasure worked. There was one door we all had between us. You could atttack left or right, but across table you needed the key or lockpick, something to open the door. I was overheating from the hats we had to wear. I recall I died quickly and was grateful.
We have also played WizWar, one 5x5 card map (we all shared), and WizWar no treasures (to the death). Makes many cards worthless. Makes game very long. You almost want WizWar to be two treasures or first to kill anyone. Would make it less likely someone would weaken and allow another player to finish. We often turn WizWar into an all-night drinking game. Mille Boure in teams does it better.
I have a pretty game, 3000 Scoundrels. Just didn't work (as is). It has fifty henchmen with sixty flairs. The cards come together inside plastic sleeves to turn two cards into one card. It added little but fumbling to insert the scoundrel card into flair sleeve. Once combined you then could read the "Happy" + "Miser" = +1 cash. That kind of thing. Oh look that outer flair covered the cost images, so it's cheaper. Not really important past first turn. Had four turns in each of three days. Subtlety was near pointless. By the end of play, two players (wife and I) had too much cash; we each had only one combo that was too powerful. i.e., useful. Rest crap.
I started to mod the thing for twenty Bad Men, fixed. Just print cardstock henchmen to use on colorful backdrop of actual game.
1. Gunfighter who kills one other guy's Henchman, then is discarded.
2. Sheriff who prevents the gunfighter; do it to Julia! (instead).
3. Pickpocket who takes a relic. (The game was time travel, recover abandoned tech in Wild West; didn't quite function in rules.)
+1 Cash, -1 opponent Cash
+1 Hireling, -1 Opponent Hireling.
+1 tech, -1 Opponent Tech.
+1 Notorious, -1 Enemy notorious.
If you build a matrix of what happens in game over a turn, the flair change cards flop-out. Cosmic understood this. Make twelve rules. Then make twelve powers to break rules. How does Cosmic have a hundred alien powers (amazing)?
May still mod 3000 Scoundrels (to twenty rule break ones), or just bring the game to you. Let you give it away to someone else in your weekly play.
IronTriem likes games that lay clear plastic on other cards to change them. Seems like a stack works as well. So long as you trust other players to tell you what is what. Passing cards across, so another can read what you have is always clumsy.
Yours,
IronRed
13-Sep-2025