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!
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!