Simpler NWOs

Steve Hatherley

In my opinion, the NWO cards add more complexity than is strictly needed to NWO. Most of them add (or subtract) this amount of power to certain groups, and when you have several NWOs in play at once it can be a nightmare trying to calculate an attack.

NWOs don’t need to be this bad. Making the NWOs simpler is fairly easy - instead of giving hard-to-track bonuses to power and resistance, simply give them other bonuses that don’t need tracking, such as additional action tokens or extra plots.

Here’s my take:

Bigger Business: During the action token phase each player may add an additional action token to up to three groups that are:

  • Corporate and have a power greater than 2
  • Conservative and have a power greater than 2
  • Corporate and Conservative.

No group may receive more than one additional action token as a result of this card.

Chicken in Every Pot: During the action token phase each player may add an additional action token to up to three groups that are:

  • Banks and have a power greater than 3
  • Coastal and have a power greater than 2.

Violent groups with a power less than 3 lose their action tokens and do not get new ones.
No group may receive more than one additional action token as a result of this card.

Don’t Forget to Smash the State: Government groups with a power less than 5 lose their action tokens and do not get new ones. Straight groups with a power less than 3 lose their action tokens and do not get new ones.

Energy Crisis: Corporate groups with a power less than 4 and Green groups with a power less than 3 lose their action tokens and do not get new ones.

Gun Control: During the action token phase each player may add an additional action token to up to three Criminal Violent groups.

Law and Order: During the action token phase each player may add an additional action token to up to three groups that are:

  • Conservative and have a power greater than 2
  • Straight and have a power greater than 2
  • Conservative and Straight.

No group may receive more than one additional action token as a result of this card.

Peace in Our Time: During the action token phase each player may add an additional action token to up to three Peaceful that have a power greater than 2. Violent groups with a power of less than 4 lose their action tokens and do not get new ones.

Political Correctness: During the action token phase each player may add an additional action token to up to three Liberal groups. Conservative groups with a power less than 3 lose their action tokens and do not get new ones.

Repent: During the action token phase each player may add an additional action token to up to three groups that are:

  • Church and have a power greater than 2
  • Fanatic and have a power greater than 2
  • Church and Fanatic.

Corporate and Government groups with a power less than 4 lose their action tokens and do not get new ones.
No group may receive more than one additional action token as a result of this card.

World Hunger: Green groups, Nations with a power less than 4, and Liberal groups with a power less than 4 lose their action tokens and do not get new ones.

Comments

  • This works only in an environment where lots of action tokens don’t cause degeneracy issues.
  • While I like lots of action tokens, it creates more choices in INWO and so can be bad for newcomers. In many ways the NWOs that remove action tokens make the game simpler.
  • Removing power boosts from the NWOs will make Bavaria’s goal a bit harder - which isn’t a bad thing!

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