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Wade Watts

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Everything posted by Wade Watts

  1. I bought this game when it was new because I liked the theme. Got together with a friend who was equally excited, we even started speaking in accents and imagining we were the characters. Then we tried to read the rules. That was where we left it. I traded it in at my FLGS and got a mint copy of the AD&D 2nd Edition Core Rules set for Dark Sun campaign setting. It was worth it.
  2. Re: 1 combat round per turn It generally works pretty well without breaking the game. Sometimes a "before combat" action can cause problems but you can usually use your critical thinking skills to fix these problems when they come up. Our house rule also allows players to move after they finish a battle if the battle started during a previous turn. Yes, this can mean a a player can fight 2 battles in one turn. In Runebound very few battles last more than 3 rounds anyway, and in a way dragging out the battle over several turns makes it more exciting. Especially if you racing for the win.
  3. Just going to throw my hat in here. I'd like to see re-prints of the core game and the mini-expansion set. I'd also be glad to see a 3rd edition that fixes some of the common complaints about the game, chiefly: - More player interaction - Shorter turns - odd graphic design decisions (i.e.: using a helmet to represent ranged attacks? those gross sweat bead things for fatigue) Here's some suggestions to kick things off: More Player Interaction I know some people like the way Runebound plays, as one BBG reviewer said, like "group solitaire", but I think most people would prefer more engagement between players. Boardgames are all about social interaction, its what distinguishes board games from video games. One solution would be to create more cards that you can play offensively (or defensively) against the other players. The character deck expansions did try to do this but they were far too complicated and fiddly. I'm thinking something much simpler, like Runes that cause another player's item to spontaneously shatter, or causes an Allie to turn against him or a monster to suddenly heal back to full health. I actually think this should be the primary purpose of "Runes", to more explicitly differentiate them from other types of items. Shorter Turns Turns in Runebound are just too danged long, especially for new players. In my game we've house ruled that there is only 1 combat round per turn. This might actually make the game slightly longer because a single combat could stretch out over several turns, but it makes turns much shorter, which picks up the game's pace and the non-active players don't have time to become restless. It also provides an opportunity for other players to sneak into an active combat and steal the glory, or to join forces and save a desperate player. The house rule generally works and I recommend it for 2nd edition, although there is the occasional monster whose rules break the system. Odd Graphic Design Decisions Just think through the icons better to make them more intuitive. Why not have a bow or an arrowhead to represent ranged attacks? Even the melee attack icon, an open palm, was an odd choice: a clenched fist or crossed swords would have been more appropriate. When I see an open palm, my first association is "skill check", not battle. This might seem like nitpicking, but icons should really be as obvious and intuitive as possible to reduce potential for misunderstanding or distraction. Anyway, yes, I want Runebound back on the market. It fills a certain niche that no other game out there does. Talisman is a fun game, but it doesn't quite have the same epic scale and emersion that Runebound offers.
  4. Just going to throw my hat in here. I'd like to see re-prints of the core game and the mini-expansion set. I'd also be glad to see a 3rd edition that fixes some of the common complaints about the game, chiefly: - More player interaction - Shorter turns - odd graphic design decisions (i.e.: using a helmet to represent ranged attacks? those gross sweat bead things for fatigue) Here's some suggestions to kick things off: More Player Interaction I know some people like the way Runebound plays, as one BBG reviewer said, like "group solitaire", but I think most people would prefer more engagement between players. Boardgames are all about social interaction, its what distinguishes board games from video games. One solution would be to create more cards that you can play offensively (or defensively) against the other players. The character deck expansions did try to do this but they were far too complicated and fiddly. I'm thinking something much simpler, like Runes that cause another player's item to spontaneously shatter, or causes an Allie to turn against him or a monster to suddenly heal back to full health. I actually think this should be the primary purpose of "Runes", to more explicitly differentiate them from other types of items. Shorter Turns Turns in Runebound are just too danged long, especially for new players. In my game we've house ruled that there is only 1 combat round per turn. This might actually make the game slightly longer because a single combat could stretch out over several turns, but it makes turns much shorter, which picks up the game's pace and the non-active players don't have time to become restless. It also provides an opportunity for other players to sneak into an active combat and steal the glory, or to join forces and save a desperate player. The house rule generally works and I recommend it for 2nd edition, although there is the occasional monster whose rules break the system. Odd Graphic Design Decisions Just think through the icons better to make them more intuitive. Why not have a bow or an arrowhead to represent ranged attacks? Even the melee attack icon, an open palm, was an odd choice: a clenched fist or crossed swords would have been more appropriate. When I see an open palm, my first association is "skill check", not battle. This might seem like nitpicking, but icons should really be as obvious and intuitive as possible to reduce potential for misunderstanding or distraction. Anyway, yes, I want Runebound back on the market. It fills a certain niche that no other game out there does. Talisman is a fun game, but it doesn't quite have the same epic scale and emersion that Runebound offers.
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