Post by darklynx on Jun 27, 2016 11:12:19 GMT -6
We have been reviewing a couple of rules changes I've been looking at making for the release of NATO vs the Blok expansion that will have a positive affect on game play. These changes are to help the game move along faster and allow for players who can get large buffers to gain more of an advantage. There will also be a small change in how damage is determined. The following are the proposed rules changes and how they affect the game.
1. First rule change that will definitely be made for the expansion release is player's starting hand size. Currently players start the game with 7 cards from their main library. With this change players will be starting with 8 cards instead. Mulligan rules will remain the same, as well as max hand size will still be 7. However what this does is allow players to have more possibility for their starting hand, and be able to plan their first few turns more effectively. This will also affect how players will manage their resources, allowing them to draw that extra resource if they still have a number of cards in hand.
2. Second rule change we are currently testing is changing how the attack/defense challenge is rolled. As of right now, players will roll 3 6-sided dice and add the modifiers from the units involved. If the attack is higher than defense damage is dealt equal to the difference. The proposed change will make the attack/defense challenge 2 6-sided dice and add modifiers. Successful hit will still deal damage equal to the difference, however on a difference of a 1, that will count as a critical hit. The firing player will roll 1 6-sided die, add that to the difference and that's the total damage.
What this will do is make it so every hit has the potential to deal more damage. As the chance of scoring a hit is usually 50-50, higher attack modifiers can make the chance of a hit much greater. Also for successful attacks that seem only marginal, the weapon will still have great damage potential. This will help in situations where players have even or close attack and defense modifiers to allow players to start dominating the board and end the game faster. Normal damage totals can be anywhere between 2 and 10 with an average of about 5 damage for each successful hit.
These changes will help make this game faster and easier to play. The whole idea is to get your stuff out fast and start dealing lots of damage and that's what I hope to accomplish with these changes.
I'd like to hear your comments on these changes, what you like and don't like. Any other ideas out there to make this game faster and easier?
1. First rule change that will definitely be made for the expansion release is player's starting hand size. Currently players start the game with 7 cards from their main library. With this change players will be starting with 8 cards instead. Mulligan rules will remain the same, as well as max hand size will still be 7. However what this does is allow players to have more possibility for their starting hand, and be able to plan their first few turns more effectively. This will also affect how players will manage their resources, allowing them to draw that extra resource if they still have a number of cards in hand.
2. Second rule change we are currently testing is changing how the attack/defense challenge is rolled. As of right now, players will roll 3 6-sided dice and add the modifiers from the units involved. If the attack is higher than defense damage is dealt equal to the difference. The proposed change will make the attack/defense challenge 2 6-sided dice and add modifiers. Successful hit will still deal damage equal to the difference, however on a difference of a 1, that will count as a critical hit. The firing player will roll 1 6-sided die, add that to the difference and that's the total damage.
What this will do is make it so every hit has the potential to deal more damage. As the chance of scoring a hit is usually 50-50, higher attack modifiers can make the chance of a hit much greater. Also for successful attacks that seem only marginal, the weapon will still have great damage potential. This will help in situations where players have even or close attack and defense modifiers to allow players to start dominating the board and end the game faster. Normal damage totals can be anywhere between 2 and 10 with an average of about 5 damage for each successful hit.
These changes will help make this game faster and easier to play. The whole idea is to get your stuff out fast and start dealing lots of damage and that's what I hope to accomplish with these changes.
I'd like to hear your comments on these changes, what you like and don't like. Any other ideas out there to make this game faster and easier?