View Full Version : Conquest Rule
Creationist
11-18-2009, 05:48 PM
Heres an interesting rule twist to add to any ruleset:
At the end of your turn, if you have more units adjacent to an opponent's wall card than they do, you may take control of that wall card. Walls may still be destroyed.
This way it gives an extra incentive to go after a wall and an incentive to protect a wall. Ideas, feedback, and comments are welcome as always.
Cavalier
11-18-2009, 06:09 PM
Heres an interesting rule twist to add to any ruleset:
At the end of your turn, if you have more units adjacent to an opponent's wall card than they do, you may take control of that wall card. Walls may still be destroyed.
This way it gives an extra incentive to go after a wall and an incentive to protect a wall. Ideas, feedback, and comments are welcome as always.
There is already plenty of incentive to surround your opponent's walls. It prevents them from summoning or limits their options for summonig. For the same reason, you do not want a lot of cards adjacent to your own walls as it limits your summoning opptions.
Not to mention the fact that the number of walls you have available to summon is limited. I think your proposal would be to game changing to implement.
Grungebob
11-18-2009, 08:09 PM
There is a subtle, built in importance and limitation with the walls. If you simply needed more than an opponent to seize control of a wall, swarm armies would quickly become too powerful.
Creationist
11-18-2009, 08:17 PM
Yeah, I was thinking maybe having to hold it for your opponent's next turn as well.
Cavalier
11-18-2009, 09:50 PM
Yeah, I was thinking maybe having to hold it for your opponent's next turn as well.
I still think it is way too much.
Kalidor
12-08-2009, 08:55 PM
There's also potential for the Tundra Orc Summoner to be at a slight advantage then...imho...
I'm not sure if this works...
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