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eggsaladsandwich uncommon
Joined: 31 Jan 2005 Posts: 519 Location: West Linn, OR.

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Posted: Wed Sep 07, 2016 3:02 pm GMT Post subject: Close quarters |
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I have brought this up in the distant past as a variation, but have been playtesting it much more recently.
The premise is that "at the end of your turn you may have no more than 1/2 the number of actual racial dice (not health points) that you started with (rounded up) , at any terrain (reserves excluded, and dragonkin and items not counted).
This not only eliminates the "turtleing" problem but adds many more strategic and deeper decisions to both game play and army design.
It also reduces the boredom factor of fighting between turtleing armies while waiting for someone to have a game deciding roll.
Also adds a bit of time to the games but it is a more exciting and engaging time. Give it a try and let me know what you think please. .
I will also be posting some more "house rules" that I frequently use, to boardgamegeek files if interested. _________________ "Another days useless energy spent." Moody Blues |
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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: Wed Sep 07, 2016 7:44 pm GMT Post subject: |
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I've tried something similar in the past, with armies limited to 1/2 starting health including reserves. That allows for some reserve healing, but keeps everybody on the board at all times. In the past this actually sped up games, as there were more available targets and a little less healing going on, and most games were won by capturing two terrains instead of eliminating the opponent. But it's been a while, so I'll have to try this with the 3.0 rules. _________________ 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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eggsaladsandwich uncommon
Joined: 31 Jan 2005 Posts: 519 Location: West Linn, OR.

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Posted: Wed Sep 07, 2016 8:22 pm GMT Post subject: |
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instead of 1/2 health, try 1/2 actual dice. That way if you have 19 total dice in your starting forces you can have no more than 10 actual racial dice at any terrain at the end of your turn...allows for minor tweaks with heal and path and wayfare to bump an army temporarily..kind fun to figure out slight advantages until the end of turn and compensates for 3 and 4 hp heavy army designs. lots of fun. _________________ "Another days useless energy spent." Moody Blues |
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