a couple variants

Suggestions that have been archived.

Moderator: Community Team

Post Reply
User avatar
Hastur
Posts: 4
Joined: Mon Jun 25, 2007 7:52 pm

a couple variants

Post by Hastur »

one way we used to play, is with what we called 'paratroopers'
with beginning of turn armies, we would be able to place them (all or some) on the board in enemy territory 1-2 territories deep and those battles would be fights-to-the-death and resolved prior to other actions
for instance: if playerA owned iceland, and playerB owned greenland with some absurd amount of armies, playerA could drop armies on NW territories, ontario or quebec - this helped stop the 'wall of armies'

another variant, 'rebels'
when a set of cards is turned in, all territories on the cards receive 2 of your armies, resolution as above
User avatar
wcaclimbing
Posts: 5598
Joined: Fri May 12, 2006 11:09 pm
Location: In your quantum box....Maybe.
Contact:

Re: a couple variants

Post by wcaclimbing »

Hastur wrote:one way we used to play, is with what we called 'paratroopers'
with beginning of turn armies, we would be able to place them (all or some) on the board in enemy territory 1-2 territories deep and those battles would be fights-to-the-death and resolved prior to other actions
for instance: if playerA owned iceland, and playerB owned greenland with some absurd amount of armies, playerA could drop armies on NW territories, ontario or quebec - this helped stop the 'wall of armies'

another variant, 'rebels'
when a set of cards is turned in, all territories on the cards receive 2 of your armies, resolution as above

1. Use the form in the Sticky on the forum.
2. paratroopers are stupid. it wont get accepted.
3. for "rebels" thats how it already works. each country you own get a bonus of 2.
Image
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Re: a couple variants

Post by yeti_c »

wcaclimbing wrote:
Hastur wrote:one way we used to play, is with what we called 'paratroopers'
with beginning of turn armies, we would be able to place them (all or some) on the board in enemy territory 1-2 territories deep and those battles would be fights-to-the-death and resolved prior to other actions
for instance: if playerA owned iceland, and playerB owned greenland with some absurd amount of armies, playerA could drop armies on NW territories, ontario or quebec - this helped stop the 'wall of armies'

another variant, 'rebels'
when a set of cards is turned in, all territories on the cards receive 2 of your armies, resolution as above

1. Use the form in the Sticky on the forum.
2. paratroopers are stupid. it wont get accepted.
3. for "rebels" thats how it already works. each country you own get a bonus of 2.


No - he was saying that EVERY territory got the 2 - if you didn't own it then you would get two paratroopers.

C.
Image
Highest score : 2297
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

i rather like this idea. It would help break the game im currenty in.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Hastur
Posts: 4
Joined: Mon Jun 25, 2007 7:52 pm

Re: a couple variants

Post by Hastur »

wcaclimbing wrote:
Hastur wrote:one way we used to play, is with what we called 'paratroopers'
with beginning of turn armies, we would be able to place them (all or some) on the board in enemy territory 1-2 territories deep and those battles would be fights-to-the-death and resolved prior to other actions
for instance: if playerA owned iceland, and playerB owned greenland with some absurd amount of armies, playerA could drop armies on NW territories, ontario or quebec - this helped stop the 'wall of armies'

another variant, 'rebels'
when a set of cards is turned in, all territories on the cards receive 2 of your armies, resolution as above

1. Use the form in the Sticky on the forum.
2. paratroopers are stupid. it wont get accepted.
3. for "rebels" thats how it already works. each country you own get a bonus of 2.


1. no
2/3. complexity isnt for everyone - someone needs serve my burgers
User avatar
maxdetjens
Posts: 223
Joined: Mon Jun 11, 2007 8:11 pm
Location: Butte, Montana
Contact:

Re: a couple variants

Post by maxdetjens »

I used to play with a similar rule "barbarian up rising".

at the end of every turn after round 1 a card was pulled and that territory would get 3 barbarians (neutrals). They would attack until 1) they took the territory or 2) got down to 1. In some incarnations the leftover barbarian was considered "ethnically cleansed" and removed for the board (we have a dark sense of humor) OR the neutral army was "assimilated" and added to the territory. Later we got more complicated and had a dice roll to determine which.

Barbarians uprising in barbarian territories were simply added to the existing neutrals.

In any case it would make a nice check box option like escalating cards or freestyle.

The main pro is that it makes it disadvantageous to have an entire backfield of 1's (they tend to fall regularly to barbarians)

The key consideration is that it must be every turn. If its every round then in a sequential game a player going early will have an advantage. So if its a stand alone feature it cant be every round. If you want it only once a round (not once a turn) then it should be part of the sequential/freestyle option. so sequential / freestyle / uprisings.
Post Reply

Return to “Archived Suggestions”