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#1
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I dont know about all you other Summoners but after every game i critic my wall configurations and try to improve upon them every mach, but its hard to do while fighting of a horde of enemy units.
Well i designed a variant that works quite well to enable this... Fortress building if you will. Fortress Setup Variant Players may decide to setup according to the Fortress Setup Variant rather than regular Setup. This Variant Setup allows a more strategic placement of the walls and initial units. Roll a D6 to see who goes 1st 1st Player/Team Places a Wall 2nd Player/Team Places a Wall (repeat until all players have placed all desired walls, note: you do not have to place all your walls.) Both teams may place up to 6 Common units. However... The Total Summoning Cost must not exceed 6. Once you have placed 6 units you may not place anymore even if the Summoning Cost Value is less than 6 If you have placed all your desired Commons and the Summoning Cost Value is less than 6 you may start the game with Cards from your deck (of your choice) in the Magic Pile. To calculate the amount... 6 Minus the Quantity of Your Placed Commons 6 Minus the Total Summoning Cost of Your Placed Commons The number of cards you may start the game with in the magic pile can be equal to or less than the lowest result of these 2 calculations (cannot be lower than 0 and in the event of ties Quantity) (if anyone has a better way of expressing or calculating this please tell me.) An example of this in practice is... Quantity...... Total Summoning Cost...... Lowest Result 6 - 3 =3...... 6 - 6 =0.............................. =0 6 - 6 =0...... 6 – 0 =6.............................. =0 6 - 4 =2...... 6 – 4 =2.............................. =2 6 - 3 =3...... 6 – 5 =1.............................. =1 6 - 0 =6...... 6 – 0 =6.............................. =6 2nd Player/Team places a Common of their choice 1st Player/Team places a Common of their choice (repeat until all players have placed all desired walls, note: you cannot place more than 6 Commons.) 1st Player/Team Places all their Summoners 2nd Player/Team Places all their Summoners (This may seem unnecessary but it is to allow for responsive play.) When Playing with this Variant I strongly recommend using my other Variant “Defensive Positions!”
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Leaving Dinosaur... a Vegetable!
Last edited by Lord_AndraK; 07-09-2010 at 08:12 PM. Reason: To squished |
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#2
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“Defensive Positions!”Variant
Once all Setup is complete the 1st Player has a turn were they skip to the movement phase and then end their turn (end of turn abilities still trigger). This enables a defensive movement to prevent otherwise unpreventable casualties.
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Leaving Dinosaur... a Vegetable!
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| Tags |
| defensive, fortress, setup, variant |
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