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Design History

Nick Pruehs edited this page Feb 14, 2015 · 6 revisions

June 5, 2011

  • No need for interrupts, as all players play simultaneously.
  • Location affiliations are now part of the game text ("A1 cards may be deployed here.") Less icons required.

June 6, 2011

  • Attack location must be determined first in order to allow locations to modify the attacker's threat costs.

June 12, 2011

  • Players may now redraw their initial hand if they have no starships at all, reducing the difficulty at the beginning.
  • Introduced Puppy Protection, reducing the difficulty at the beginning.
  • Support firepower has been reduced to the total number of attacking ships not assigned to a fight, reducing difficulty.
  • Every ship now participates in only one fight per turn, reducing the length of each turn. Bombardment happens if and only if there are no uncloaked player ships left at the end of the attack phase.
  • Bombardment damage has been reduced to the total number of bombarding ships.
  • Introduced fleets for easier handling of big numbers of ships and for easier description of synergies.
  • All fights are now 1v1, thus players can have support firepower, too, simplifying assigning ships and resolving fights.

June 13, 2011

  • No longer adds location threat to the pool at the beginning of the attack phase, simplifying the attack phase and reducing difficulty.

June 26, 2011

  • Locations turned out to be completely superfluous. A new location system has been introduced: The players now reveal the top two cards of the location deck after each main phase, and pick a location to jump to. The players win if they cover a distance of ten or more. There's only one location deck in total now. Characters, equipment and starships may deploy anywhere now. The hyperspeed value of starships has been replaced by a capacity value that restricts the total number of characters and/or equipment aboard. A location's threat value is now added to the pool at the beginning of the attack phase once again.
  • Every player now starts with a flagship, and players may no longer re-draw their initial hand. If all player flagships are destroyed, they lose the game.
  • Any time a player starship is damaged, two damage cards are drawn from a new damage deck now, reducing the values of the damaged ship. Damage cards can be removed by repairing a ship only, and if a ship is affected by too many damage cards, it is destroyed.
  • Challenges have been removed from the game. Similar cards are designed using effect cards.
  • Effects with cost greater than zero have to be played during the main phase now, as players would avoid adding threat else.
  • Fights are not 1v1 anymore again, as the impact of the support firepower system on all other fights was far too strong. If the number of attacking ships exceeds the number of defenders now, they're randomly assigned to non-cloaked player ships.

June 29, 2011

  • Introduced destroyed piles for distinguishing discarded ship cards from destroyed ships.
  • Removed Puppy Protection as its effect is now granted by one of the player flagships.
  • Split the attack phase into three phases for easier reference by effect timings.
  • Added the spare parts rule that allows easier deck building.
  • Removed teamwork from the game, as the game's focus is clearly on fighting enemy ships and using effects and special powers to survive.

July 1, 2011

  • Players may not have more than five ships in their fleet, in order to recude the length of each turn and assure that the game's scaling isn't broken.
  • Assigining remaining enemy ships is now deterministic. Players should be able to plan their fights.
  • Added drawing battle destiny and upkeep mechanics.
  • Added references to all games that inspired Pinned Down.

July 13, 2011

  • Tokens in the treat pool now remain at the end of the wrap-up phase in order to increase difficulty.
  • Further reduced the maximum number of ships per player fleet to reduce the length of each turn. Reduced the maximum deck size accordingly.

July 20, 2011

  • Adds two threat per location on the table instead of the location threat in order to increase opposition from turn to turn now. Location threat has become superfluous.

February 14, 2015

  • Equipment has been removed from the game. Equipment effects have been moved to Character and Effect cards to reduce overall game complexity.
  • Characters are played at the very beginning of the game. Starships have been removed from player decks. This is because playing characters, starships or equipment cards never actually was an interesting decision to make.
  • Consequently, deck size has been reduced from a minimum of 30 cards to exactly 20 cards. Players draw only one card per turn. The Spare Parts rule has been removed.
  • Assignment and fight rules have been updated to match the overall reduces number of ships in play.
  • Jump Phase is now the last turn phase. This is easier to explain by lore, and reduces the number of different turn phases by one.
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