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Haunted Castle

 
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DEEPBLUEB2
monster
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Joined: 20 Nov 2005
Posts: 7851
Location: Des Plaines, IL

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PostPosted: Thu Oct 24, 2013 10:19 am GMT    Post subject: Haunted Castle Reply with quote

Quote:
Format is: Haunted Castle
36 health, no more than 18 points worth of mages. Your proposed frontier terrain must be a Castle. When you capture a castle, you may choose from the usual selection or the following: the castle becomes a haunted castle. At the beginning of your turn (just before the dragon attack phase), you may choose to resolve the effects of the Haunt spell (no matter the composition of your army).

Standard tournament rules. See the SFR website at http://www.sfr-inc.com/StarterRules.pdf



I've posted this for Halloween.
Please post any comments about the format.

Twisted Evil
I'm curious as to how it plays out.
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cliffwiggs
SFR Treasurer
Chief Wheedler
SDA - Rules NitPicker



Joined: 25 Jan 2005
Posts: 10583
Location: Cumming, GA - USA

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PostPosted: Thu Oct 24, 2013 10:25 am GMT    Post subject: Reply with quote

Having not played it yet, I suspect i would have the same reaction as I do with the Haunt spell itself.

You must have dead to make it work. To mean that means you are in a weaker/losing position anyway. Thus I view that spell as a last ditch effort to save the game.

However, if you can accept the fact that you keep 1/4 to 1/3 of your army dead and you use gold medallions to unbury...

Then this could give you three actions per turn.

You haunt with your dead to attack.
You cast magic to attack/prep and use gold medallions to unbury( basically resurrecting your haunting army).
You can use a third army(maybe a single hidden common) to turn a terrain.


That would be an interesting approach.
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