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

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Posted: Thu Jul 28, 2005 12:45 pm GMT Post subject: Quickstep format |
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If you post a rule variant, you can expect 5 replies in average. Okay, forum members will at least read it, saying "Yes, yes, nice idea, sounds cool"; Then they will click away. - So much for your suggestion.
Still I will not get discouraged. Since this is my first variant and my 100th post, I've decided to write a bit more.
At the end of the 90s I imagined how I would like to play DD. It should be played less random, less common orientated and less Canadian like. First I came up with a rule variant rule: Instead of rewriting 100 pages, a variant should look like this: Accept the advanced rules in the way as they are, just modify some parts, as few as possible. Then I've developed 4 changes and after some back and forth 2 of them remain. Since the rules are not written to be played in this way, it could be that some racial abilities, spells or SAIs are overpowered, but I'm not sure.
Here are the two rule changes:
| | 1.) During your maneuver step you have an additional option: If you are the only player who has got an army at a terrain, you may move the terrain from his current face to any other face you want.
In other words, if there is no opposing army to stop you, you may immediately capture the terrain. (Good bye Canadians.)
2.) At the beginning of the game all players have all their units and items in their reserve area.
This means: You no longer need a screen to hide your setup.
(All dice should be placed with their ID face up. It should be easy for your opponent to check what units you are playing.)
To determine who goes first, here is a new rule:
The Pioneer-rule: Each player chooses up to five of his units (= pioneers; 5 dice, not just 5 health) and rolls them for maneuver. (Reroll if tied.) The player who wins goes first or selects the frontier. Then the terrains are rolled and the game begins with the first player's reserve step. (Terrains are empty at this moment and the player who goes first has to skip his two marches during his first turn.) |
(In the original version of this rule variant players had to roll all their units for maneuver. However determining who goes first sometimes lasts longer than the rest of the game. So the Pioneer rule was introduced. It also gives headaches to an all common army.)
With these rule changes you've got a rather chess-like beginning. The first turns (especially the reserve phases) are key to win. Games will end quickly, however the result should not be random. Hopefully the better player will win, not the one with more luck.
If you prefer to play DD via email or in a forum game maybe this is the right format for you. (You have time to consider your first moves and you don't have to wait a month until the game is over.)
If you find a way to break this variant please reply. (Yes, there are the usual suspects. I just want to know which race/spell/SAI is most unbalanced and if it's really broken.) |
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cliffwiggs SFR Treasurer Chief Wheedler SDA - Rules NitPicker
Joined: 25 Jan 2005 Posts: 10794 Location: Cumming, GA - USA

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Posted: Thu Jul 28, 2005 2:19 pm GMT Post subject: Re: Quickstep format |
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| Autpost wrote: |
If you find a way to break this variant please reply. (Yes, there are the usual suspects. I just want to know which race/spell/SAI is most unbalanced and if it's really broken.) |
As you probably expect, the most likely way to break it are gold races and firewalkers. Anyone that can move from one terrain to another in the middle of a turn or w/o going to reserves.
Mirage becomes powerful as you can chase dice into reserves w/o killing them.
Naturally these rules change the entire game. You would never see all dice in one army, there would always be atleast 2 and sometimes 4 armies to allow you to fight for each terrain and hold some in reserves to quickly move up should an army get wiped out.
It would be interesting to play, but requires a different mindset. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Thu Jul 28, 2005 2:45 pm GMT Post subject: |
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Major problem in a multi-player game. Each player has an eighth face. Two armies at a terrain A and B. Player C does something that wipes out B (missile, magic). Player A takes his turn, and since Player B's army is wiped out, turns the terrain to 8 to win the game. Knowing this could happen, would Player C have done what they did? No, I don't think so. Like Cliff says, a major change in how the game is played. I don't think it fixes more problems that it causes. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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