SFoL Concept: Adapt and Evolve

Oh cool

Sounds super interesting if you ever want help feel free to PM me

Also I dont want to scrap this idea, but I was thinking about maybe delaying it and do a more normal SFoL first to test the GD classes since they are the tier 3 evolutions. And also because I plan there to be around 50 class cards so I want a bit more expetience first.

Now that I think about it… Would it be possible to make the golden dragon game a FM? To be honest i still dont know the main difference between a SFoL and a FM.

I could use some help with balancing. Also I have a cohost spot open if you are interested. It might be a while until I get to host it though.

@psychoneirik this still happening?

Ill probably put it on queue after golden dragon 2, needed to test reptilians first

1 Like

How did this go unnoticed on my watch?

Vietnam memories of the 1st golden dragon, and getting rekt D3

Ok

Update: I still plan to host this eventually, however this setup required me to make a ton of class cards. I decided to change this setup to be similar to Reptilians from GD2, here is an example of “The Waiter” classcard. Please share your thoughts!

The Waiter
Blue Dragon Support
Dutiful (Passive) – Immune to occupation and target changing.
Evolution (Passive) - You start the game with 1 evolution point. You get evolution points by performing certain actions. At any point in the game you may exchange your points for abilities from the following list (you can only get each ability once per game):

  • 1 evolution point:
    • Serve wine (Night) - Occupy a player. Adapt: You will get 1 evolution point every 2 times you use this ability. - Unlimited uses.
    • Debauch (Night) - Force a player to target someone else. Can make them target you but not themselves. Adapt: If the second target of your debauch is killed (whether the attack was redirected by you or not) you will gain 2 evolution points. - Unlimited uses
    • Wine Tasting (Night) - Find out if a player is immune to occupation. Adapt: Every time you find a different occupy immune player you will gain 2 evolution points. - Unlimited uses
  • 2 evolution points:
    • Concentrated Wine (Night) - Occupy everyone that visits you tonight, bypassing immunity. Adapt: You will get 1 evolution point if you occupy at least 1 player with this ability. - 2 uses.
    • Happy Hour (Night) - Occupy a player, and disable any death or occupation immunity they have for the night. Adapt: You will get 2 evolution points if the target of Happy Hour is dies the same night. - 2 uses
    • Dinner Party (Night) - Occupy everyone that visits your target tonight, bypassing immunity. Adapt: You will get 1 evolution point if you occupy at least 1 player with this ability. - 2 uses
  • 3 evolution points:
    • Nightshade Wine (Day) - Poison The Leader, causing him to die tonight if not healed. The Leader will not be informed if he is poisoned. If the Leader is BD aligned you will commit suicide. Adapt: You will get 3 evolution points if you successfully kill a non-BD aligned Leader with this ability. - 1 use.
    • Fist Fight (Day) - Make a player start bleeding. They will die in 2 days if not healed. Cannot target the Leader. Adapt: If you kill a non-BD aligned player with this ability you will gain 2 evolution points. - 2 uses
    • Hangover (Night) - Occupy a player for tonight and the following night. Adapt: You will get 1 evolution point 1 night after you use this ability. - 2 uses.

The Doctor
Blue Dragon Support
Evolution (Passive) - You start the game with 1 evolution point. You get evolution points by performing certain actions. At any point in the game you may exchange your points for abilities from the following list (you can only get each ability once per game):

  • 1 evolution point:
    • Heal (Night) - Heal a player from attacks, bleeding or venom. Adapt: You will get 1 evolution point every 2 times you use this ability. - Unlimited uses.
    • Barrier (Night) - Make a player immune to conversion and all negative effects tonight except death, bleeding and venom. Adapt: The first time you successfully prevent a negative effect you will be notified and gain 2 evolution points. This can only happen once per game. - Unlimited uses
    • Remedy Studies (Passive) - You are immune to venom and bleeding. Adapt: Whenever you would be envenomed or bled you will gain 2 evolution points.
  • 2 evolution points:
    • Self Care (Night) - Heal yourself. Adapt: If you successfully heal an attack with this ability you will be notified and gain 2 evolution points. Healing venom or bleeding won’t trigger this. - 2 uses.
    • Tornado (Night) - Select two players. All players visiting one of them will instead visit the other. Adapt: You will get 2 evolution points if one of your targets dies the same night you use this ability. - 3 uses
    • Fist Fight (Day) - Prevent all visits on a target player. Adapt: If you prevent at least 1 visit you will gain 1 evolution point. - 2 uses.
  • 3 evolution points:
    • Inoculate (Day) - Make a player permanently immune to venom and bleeding. Adapt: Whenever the inoculated player would be envenomed or bled you will be notified and gain 1 evolution point. - 1 use.
    • Revive (Night) - Sacrifice your life in order to revive a player. They will keep all the abilities and evolution points they had when they died. - 1 use
    • Accelerated Evolution (Night) - Give a player 3 evolution points at the end of the night. Adapt: You will get 1 evolution point after using this ability. - 1 use.

The Investigator
Blue Dragon Investigative
Evolution (Passive) - You start the game with 1 evolution point. You get evolution points by performing certain actions. At any point in the game you may exchange your points for abilities from the following list (you can only get each ability once per game):

  • 1 evolution point:
    • Investigate (Night) - Check if a player is a reptilian. Players with eggs inside also appear as reptilians. Adapt: You will get 1 evolution point every 2 times you use this ability. - Unlimited uses.
    • Flirt (Night) - Check a player’s class type. You will get a pairing of classes (Killer/Offensive, Support/Social, Special/Investigative Adapt: You will get 1 evolution point the first time you find a new class pairing. - Unlimited uses
    • Evolution Research (Night) - Check a player’s evolution level (Evolution level is equal to their current evolution points plus the value of their purchased abilities). Adapt: Whenever you find a player with an evolution level of 3 or more you will get 1 evolution point. This can only happen once per player. - Unlimited uses.
  • 2 evolution points:
    • Follow (Night) - Check who a player visits and who visits them. Adapt: If at least 1 player visits your target you will gain 1 evolution point. - Unlimited uses.
    • Tornado (Night) - Select two players. All players visiting one of them will instead visit the other. Adapt: You will get 2 evolution points if one of your targets dies the same night you use this ability. - 3 uses
    • Fist Fight (Day) - Prevent all visits on a target player. Adapt: If you prevent at least 1 visit you will gain 1 evolution point. - 2 uses.
  • 3 evolution points:
    • Inoculate (Day) - Make a player permanently immune to venom and bleeding. Adapt: Whenever the inoculated player would be envenomed or bled you will be notified and gain 1 evolution point. - 1 use.
    • Revive (Night) - Sacrifice your life in order to revive a player. They will keep all the abilities and evolution points they had when they died. - 1 use
    • Accelerated Evolution (Night) - Give a player 3 evolution points at the end of the night. Adapt: You will get 1 evolution point after using this ability. - 1 use.

I like this very much

You like ressurections? Ask FK about it then

/s