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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Mon Aug 13, 2007 12:13 pm GMT Post subject: Dragon rage |
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| robartin wrote: | | We're really enjoying the game, but it seems in our recent games, each player has combined all his armies into one big army and then gotten a single territory to the eighth face. At this point, the game kind of stalemates because there is no incentive to leave your 8th face territory thus splitting your army up - you'll be slaughtered with arrow fire or magic. |
Here is a nice little extra rule, made for those who want to prevent annoying games:
| Quote: | Claws: A dragon’s claws inflict 6 points of damage on an army.
Dragon rage: If a dragon attacks an army with more than 10* units, claws inflict 12* points of damage instead and the dragon is rerolled. Apply the new result as well. | *The numbers 10 and 12 have to be playtested, perhaps they are over- or underpowered. I have chosen 10 units because in each new starter pack each race has 10 units and the damage is simply doubled to 12. As long as you don't combine your two races you will not have problems with the rage.
Other ways to prevent a dragon from going berserk:
Play more items
Replace some of your commons with monsters or rare units
Summon DKCs rather than smaller dragonkins |
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ddicerc rare Public Relations Director Esteemed Author
Joined: 25 Jan 2005 Posts: 3238 Location: East Brunswick, NJ, USA

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Posted: Mon Aug 13, 2007 12:51 pm GMT Post subject: |
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If you don't mind adding a little bit of complexity to the game, here's a rule we once tried that does make games interesting:
Army restrictions: During game play, no more than half of a player's starting total health points may remain in any army (including reserves) at the end of that player's turn. Armies may exceed half of the original health points during a turn (due to healing, racial abilities, movement via spells or SAIs, etc.), but they must be reduced to no more than half-health by the end of the turn. This restriction refers only to a player's starting health (so that if a player is down to 18 health in a 36-health game, for instance, they may group their entire force together, since it is only one-half of their original army size). Dragonkin are not included in the above restrictions, but no more than one-half of a player's total starting kin pool may be in play at a single terrain at the end of that player's turn. _________________ Steve "DDice" Braun
The Diceman's Gaming Pages: http://ddicerc.weebly.com
2014-2015 U.S. National Champion
(Just when you thought it couldn't get any worse...) |
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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Tue Aug 14, 2007 5:42 am GMT Post subject: |
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| Quote: | | During game play, no more than half of a player's starting total health points may remain in any army | You can make this rule even more complex by adding a terrain capacity. Dependent on the terrain one third, one half or two third of the starting health can be supplied.
Flatland & Coastland: Two third may stay (= 24 health in a 36H game)
Highland & Swampland & Tropics: one half (= 18 health)
Wasteland: Only one third may stay (= 12 health)
Terrains would be more different in this way. |
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