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Resources (Apr 18 2025)

  • Writer: Thomas Tang
    Thomas Tang
  • Apr 18
  • 3 min read

Progress this week has resulted in a bunch of cards. Right now I’m at 40 cards and only need 10 more cards to be done. Plus I did all the UI stuff, like displaying the amount of coins and actions you have. I still need a rulebook, but the biggest missing things left are a name, card names, and art. I’ve put in literally 0 effort into names, they’re still just named letters and numbers. Considering I now have to come up with 50 names, it’s seeming unlikely that this game will be done by April but oh well. I'm even considering having the player cards not have art, just to give me less work to do.


After making a bunch of cards, there’s something I’ve learned about how resources work in this game. The resources in Battery RAM are cards, coins, batteries, crowns. The resources in this game are cards, actions, coins, troops, and scouts. Battery RAM’s resources are plentiful and you’re constantly getting more of them. This game has more resources, and yet those resources are actually harder to work with. Specifically when it comes to paying/losing them. 


Like with coins, their main use is to be used on Road (pay $4 for +1 troop) and it’s in every game. This means every other card that wants you to pay coins has to deal with the fact that every coin you spend on it is a coin that you didn’t spend on Road, and you have to spend coins on Road to win. Also since player cards give coins, I can’t really make “lose coin” effects there, as gaining money just to immediately lose it feels like a waste. I also can’t make area cards that make you lose money due to how the game puts areas into random spots. If I make an area that forces you to lose money, that means it can either be before Road or after it. If it’s before, you’ll lose the money before ever getting to spend it on Road, which is bad because that makes it much harder to advance troops and win the game. If it’s after, it will never do anything, as you can spend all your money on Road first.


Then with actions, there are 2 things that combine into one issue. First, you basically always have more cards than actions. Second, Camp lets you spend any amount of actions as you want. This has a similar issue with coins/Road in that you can spend all your actions before an area card can make you lose any actions. But this also means you rarely want to spend your actions on anything but playing cards, as you tend to have more cards that you get to play, and cards you can’t play don’t do anything.


Scouts have another issue. In Battery RAM it’s easy to get resources, as they’re always available in one of the 4 actions. And in this game, the game always gives a way to get cards and actions (Camp), money (playing cards), and troop advancements (Road). But there’s no guaranteed way to get scouts, it’s all up to the cards to generate them. This makes it hard to make ways to remove scouts, because if there’s no way to get scouts, they do nothing, and if someone else has a player card that gives them scouts and you don’t, you’re at a big disadvantage. 


There is a workaround solution I've found, which is to take advantage of the fact that these resources are just numbers. I can allow players to have negative coins and negative actions. You can’t “pay” 4 coins if you have < 3 coins (negative or positive) but you can “lose” 4 coins even if you have < 3 coins. This means I can have cards that make you lose actions, and they won’t look stupid if they’re placed after Camp. This could work with scouts too; having negative scouts in an area sounds weird but since it’s a video game it could be totally fine. One downside to this solution is that if you have a card like “+1 card per action you have” and you have -1 actions, what happens? The ruling would be you get +0 card but it’s best to avoid this situation as it’s confusing and I don’t want anyone to think it means you get -1 card.

 
 
 

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Thomas Tang (DZ)

tt2195@nyu.edu

+1 (646) 236-5503

Redmond, WA

©2025 by Thomas Tang

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