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Anavasoothed
02-17-2010, 01:17 AM
So, here is another simple implement while we wait for expansions.

In a two player game, the summoners have struck deals with forces not in the conflict. Each player, in addition to picking a faction, picks an "Allied" faction.
The summoner may then add up to six units for that group (interchangeable with the merc rule of six basically. So 4 allies and 2 mercs, or 5 and 1, etc.)
Of course, the players cannot pick the same ally. Let's see.. This works for both Champions and Commons, exchanging them for the same in your faction. Simply put: use your allies as mercs.

I've been pondering extending the deck size for a more explosive mode of play. That with the allies rule (until the expansions land). But I haven't figured how many, and what ratio of commons/champions. Anyone else considered this? What are your thoughts? My guess is realigning flow to fit with event cards and walls may be noticeably sucky. Play testing must ensue!

Obsidian
02-17-2010, 08:36 AM
Of course, the players cannot pick the same ally.

Why "of course"? What is preventing two teams from picking the same alley? Someone could own more than one of each faction.

Anavasoothed
02-17-2010, 10:47 AM
Why "of course"? What is preventing two teams from picking the same alley? Someone could own more than one of each faction.

Well, I was thinking more on a thematic level. Generally speaking, a faction wont dedicate itself to opposing forces. Then they would be fighting themselves. But, nothing is stopping it in your games. They could have some complicated politics. It's not impossible.

Truth
02-17-2010, 11:01 AM
This sounds fun!

Anavasoothed
02-17-2010, 06:17 PM
I'm glad you dig, lol. Feel free to publish it. I need no credit ;)

prometheuslkr
02-03-2011, 06:38 PM
given that Grognack can go toe-to-toe with himself, I think "you can't restrict your opponent's army" takes precedence over theme.