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Equaltocody

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Everything posted by Equaltocody

  1. sigmazero13 said: Every time I've had Raze a City, I've found a use for it It gives me a reason to push into a city near an enemy home realm, and then kill the city when I know I'm going to get pushed back! you lucky dog. I was thinking that would be a great use. I've had it twice, and in those games it was better/possible for me to hold out on the cities and use rally. I'll have to play with more force next time i get one.
  2. Steve-O said: Rasiel said: ... Granted this is a very specific situation. Blackmail is a very situational card... All tactics cards are very situational. Raze a city i find much harder to use. Blackmail could be a game winning card, or just a minor annoyance. Sometimes, 2 lost influence could later translate into a lost influence bid, and that could lead towards utter defeat. Using an influence bid (the summer one to move any hero) and "lost city" card, i built a fortress in the back of a homeland, and eliminated a player in summer of year two.
  3. interesting. i think this is a great and balanced game, mostly i just want to have options open. As far as hex based units, i saw a army with 2 trolls pull off 5 damage. Interestingly, hex-units can sometimes help you win through death. (i.e. take more damage so your strength is higher ) I think hex based units perform very well, except against the elves. Elven precision is a wonderfull thing. I think the elven units have a genuine feel to them. I had one archer squad take out the stronger units, and another one one to cause them to be destroyed because they had no where to retreat to, which i felt was very elven.
  4. I'm glad to hear this. Eliminating another player is hard core.
  5. I love the idea of race specific order cards. It would be kinda frustrating though to have to use a "undead walk under water" instead of "Harvest". So perhaps to preserve that what we could have is tactics cards that have extra/different powers depending on the race. Since the cards are too small for all races a card might say (for example) "Secret passage way" Your units can go through mountians in normal movement Secondary- if you are undead player, you may choose to have your units move through blue borders on non winter turns. (perhaps there would be room for another faction specific power.) This opens up options, with out changing order cards, or even adding extra rules.
  6. So, I liked the exploration tokens, but it think they extended and complicated the heroes turns. I'm still up in the air if it is worth while to play with them. I like having them as alternatives though. I think I'll leave them out the next couple of games. I would only add this rule among players with one or two games under their belt and who grasped the rules. Epic, is the way to go, for my group. I think that 6 rune stones can be fairly easy to protect . Only needing to get four allows this to end sometimes quite quickly. (My last 4 player game i won with only one battle against another player towards the end of year 3.(I was sad to see very few of the stronger units out)) I also think the fact that having the runes revealed adds pressure and makes it more clear who is in the lead even though it is easy to figure out. Also, because people will tend to put the runes into their home land, it makes it more appealing to invade a homeland. --------------------------- Here are some very important links the official rulings, and a compilation of answered questions by forum member sigma zero. (print these out and keep them in your box) --------------------------- now, here are some homebrew rules i have seen/made-up; --------------------------- HomeBrew-- REGARDING RUNES Semi-epic, play to 7, but start with 2. (Essentially increase the rune stones needed by 1) Epicly-epic, get one, play to 8. (you can add or subtract the false rune/hidden rune rule if you like, though it may cause you to run out of runes) REGARDING DIPLOMACY Here is the thread where user Dark elf offers an alternative way for diplomacy. It is very well thought out, is logically beautiful, And in my opinion deserves to be in the expansion rulebook as an alternate. So, what do you guys have to add? (I was going to check the bgg forums but they are down)
  7. the link will work, once the site is back up. But user sigmazero compiles a list that is worth printing out and putting in the box. It's hosted at board game geek.
  8. sigmazero13 said: I'll admit, if I want a political type game like TI3, I'll play TI3. I like that Runewars is focused more on the war, and less on the politics. Not that the politics is bad, but it does make for quite a different game, one that works well for TI3 but I don't know that it would for Runewars. I actually thought (after posting) that the tactics cards and season cards have political effects, a political phase would just bog it down. For example, blackmail is a political card, as is trading route. (also the three titles are political) So there is a political layer but it's not as prominent as TI3.
  9. Someone mentioned having an expansion that focused on the political aspects of the game (like in TI3)... I don't know. I'd have to see.
  10. Let me know how this goes. I'm 1,200 miles away but I'd love to come... someday. (I'm also posting to bump your thread, I'd like to see this kind of thing succeed some more can pop up)
  11. sigma is right. There are a few things that you can compare between them, but even then the ways of using them are different. It's totally worth trying and youi won't feel like you spent money on a repackaging of the same game, I'd say; go get it.
  12. I live in provo and salt lake. Let me know. We'll set up something. codyrigby@yahoo.com
  13. Hirst arts, is the company that makes those moulds. Post pics, if you do that. I use trays from fishing tackle boxes to organize and protect stuff. works like a charm.
  14. Thanks man. If you ever come to utah, drinks are on me.
  15. sigmazero13 said: Great, I'll add these to my list #2 is kind of strange; I wouldn't have thought you'd receive the reward if your hero dies in the process. Hey sigma zero, could you link to that list? I'm not sure if i have all the rulings. (I got the game last week)
  16. Some other things that would be cool; I hate when there are "Holes" in the game board. What if they had a single hex tile to put there? It could be a large mountain, lake, or an uncrossable swamp. (A huge uncrossable 3d mountain would look cool, and a whole lake could have cool ramifications each winter.) More stronghold upgrade types could be cool, and definetly more season cards. More of all those things. Now, if they add races, and intend to expand past 4, there needs to be more land hexes. Which means they'll need more hero spaces, so we can have new things like that. What would you guys like to see? LOVE this game.
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