ViperOverLord wrote:koontz1973 wrote:The traps have been placed so as to allow players to move freely around the board never having to touch them. What they provide is a short cut but that comes with a price.
Let me get the territ numbers on today so we can discuss the placement better. But it might be wise to remove a couple, or even add a couple more. Give me a couple of hours to get that done.
I understand the trap technique. I like it.
But I don't think you put what you meant in the legend when you said: "trap and one side only, fall to death,
lose game." Losing the entire game on losing one of many traps?
Thats the thing, you do not need to use them.
Here is version 2 with the territ names and finished legend for now.
- Click image to enlarge.
Things to think about and talk about.
Placement of traps.
Should traps be a losing condition as I wanted or made into killer neutrals. Less fun but easier to understand.
Thinking of adding weapons to the game. Thoughts?
Swords +1 auto deploy
Arrows ranged attacks including over walls
Any other ideas along this line.
Winning condition.
This could be holding a certain amount of monsters
Having the centre dead warriors (H7, H8, I7, I8) being made into a escape route. Hold that to win.
If traps become killer neutrals, what about going down the middle ages route of lose your home territ, you die.
Lets leave neutral values for now but if you think mine are too high or low, let me know.