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cebalrai
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-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 17:15
For convenience, Post HR/FF/RR house rules here. I will constantly edit the top of this thread with whatever folks suggest, so that the community can have one post with a range of suggestions. That way folks wont have to read through chaos to find what they're looking for.

No house rule is going to be perfect (nor is that the goal), so it may be useful to (briefly) state the pros and cons of a suggestion. If a house rule addresses an issue particularly well, mention it. Likewise if a rule comes with a "cost" to the game, go ahead and state it.

------------------------------------------------------

House Rule #1 - Replace "Roll 1d/level +1d", with "Roll 2d"

Pro: Dramatically reduces the damage caused by a level 3 cleric.
Pro: Was stated by DoW staff.
Con: Removes level scaling from three lore cards. All other damage lore cards have level as a key factor.
Con: A level 0 cleric does as much damage with it as a level 3 cleric.
Con: If these cards don't scale to level, there remain only 3/15 cleric cards that do. It means there's no real reason to take more than one cleric level.

------------------------------------------------------

House Rule #2 - Replace "Target: All enemy units on, or next to, elevated terrain", with "Target: All enemy units on or next to one elevated terrain hex".

Pro: Dramatically reduces "potential" damage by limiting targets.
Pro: Turns the cards into something a little more strategic rather than random scattered damage (is this a pro?).
Con: Basically turns three cards into Creeping Doom cards. So you would have four Creeping Doom cards in the deck.
Con: Shouldn't be hard to target 4-5 units with this spell, still doing 16-20 dice of damage, which is still quite a bit.

------------------------------------------------------

House Rule #3 - Maximum number of target units equal to number of command cards.

Pro: Dramatically reduces "potential" damage by limiting targets.
Con: Creates a new kind of dependence among lore masters that doesn't exist elsewhere. People taking cleric levels might feel obligated to also take multiple commander levels, limiting options.
Con: A level 3 cleric + level 3 commander lore council would still pose a problem, especially since the lore deck would be 25% higher cleric cards, no matter what. These cards would still be easily capable of 24-dice nuclear effects, which is more than enough to ruin a game.

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House Rule #4 - Replace "Target's banner color and Lore rolled score hits", with "Lore rolled scores hits".

Pro: Cuts *average* damage in half, while keeping the original damage possibility intact.
Con: A level 0 cleric would likely do very little damage for a high cost of 10 lore.

------------------------------------------------------


House Rule #5- Replace "Roll 1d/level +1d", with "Roll 1d/level"
Banner colors are hits as normal, but Lore only scores hits for units directly "on" the terrain hex.


Pro: Still scales with the cleric level.
Pro: Deals less damage in general and even less damage to units adjacent to the terrian hexes.
Con: Has the potential to damage the same number of targets as the original.
Con: A level 0 cleric may do little damage for a high cost of 10 lore.

------------------------------------------------------

House Rule #6 - Add "Target: All enemy units on, or adjacent to, [terrain type], in one section."

Pro: Limits damage potential.
Con:

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House Rule #7 - Add "Target: All units on, or adjacent to, [terrain type], friend or foe."

Pro: Creates an opportunity for some interesting decisions.
Con: May end up basically unusable if you control the terrain advantage on the map.

------------------------------------------------------

House Rule #8 - - target all hexes on the board as written on the cards
- actual terrain hexes roll 1d/lvl+1
- adjacent hexes roll 1d.

Pros
1. Keeps the mass area effect of the cards to keep them distinct from the Wizard cards.
2. Strips out the most of the extra dice due to levels, which seem to be the main complaint.
3. It's thematically appropriate to have the actual terrain hex more dangerous than the adjacent hexes.
4. It's simple.

Cons
1. May still deal great damage.

[Updated on: Wed, 23 May 2007 14:17]

      
Phloid
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 18:21
I posted this house rule to the Lore Card Compendium several days ago. Still keeps the flavor without brutal devastation. Works pretty well.


House Rule - Replace "Roll 1d/level +1d", with "Roll 1d/level"
Banner colors are hits as normal, but Lore only scores hits for units directly "on" the terrain hex.


Pro: Still scales with the cleric level.
Pro: Deals less damage in general and even less damage to units adjacent to the terrian hexes.
Con: Has the potential to damage the same number of targets as the original.
Con: A level 0 cleric may do little damage for a high cost of 10 lore.
Con: Players have to track which units are on the terrain for every roll and watch for Lore. (not a big deal)

[Updated on: Fri, 18 May 2007 18:22]

      
toddrew
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 19:10
No time to elaborate the pros and cons for now, but:
"Player chooses one section in which this card will have effect"

[Updated on: Fri, 18 May 2007 19:10]

      
cebalrai
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 19:12
What do you mean, Toddrew?
      
ColtsFan77
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 20:09
cebalrai wrote on Fri, 18 May 2007 12:12

What do you mean, Toddrew?

I believe he means the card functions eaxactly as written but is only applied to one of the 3 sections of the board instead of all of it.
      
blindspot
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 20:25
Quote:

House Rule #2...
Con: Shouldn't be hard to target 4-5 units with this spell, still doing 16-20 dice of damage, which is still quite a bit.

In comparing amount of dice, its notable that the DoW preferred alternative doesn't in any way reduce the number of targets than would be affected in a game without a house rule. If your entire side has 14 units and say 9 units are affected that's still 18 dice of damage. That number will go up in Epic because there are more units in an Epic game.
      
céro
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 21:26
not necessariliy
in an epic game you have enough space to avoid critical terrain!

[Updated on: Fri, 18 May 2007 21:26]

      
maikhennebach
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 22:13
My proposal for all three Cleric terrain spells (HR + FF + River Rage), with some discussion over here: http://www.boardgamegeek.com/article/1505766#1505766

Only effects terrain hexes in one battlefield section. 1d+lvl against units on targeted hexes, 2d against adjacent units.

Pro: reduced power, especially for densely terrained maps
Pro: reduces scaling with Cleric level (already more than enough Cleric lore cards depend on the level)
Pro: accentuates theme by hitting terrain hexes harder
Pro: same rule for all three terrain spells without nerfing River Rage on most maps (only one river)
Con: you tell me Smile
      
blindspot
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 22:26
céro wrote on Fri, 18 May 2007 12:26

not necessariliy
in an epic game you have enough space to avoid critical terrain!

I don't buy the whole terrain avoidance thing. The terrain is there to make use of. A quick glance at some of the official scenarios shows not only more units in Epic, but also more terrain too.

      
MWAlbion
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 22:35
"Affects both your own and enemy troops "?

Anyone tried that out ?
      
toddrew
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 18 May 2007 22:58
mwalbion wrote on Fri, 18 May 2007 13:35

"Affects both your own and enemy troops "?

Anyone tried that out ?


I want to, but haven't yet - I like the fear that it would instill in the opposition as a player slowly backed from the hills Laughing Or, better yet, a sacrificial lamb sent up to bait the enemy...


And yes, ColtsFan, that's what I meant: only allow it to affect one section, either of player's choosing, or have it be the section in the cc played - player's choice if a tactic card is used.

[Updated on: Fri, 18 May 2007 23:00]

      
cebalrai
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sat, 19 May 2007 01:33
Aight, some cool ideas. I'll gather up those house rules and stick them up top tomorrow morning. Keep posting if you have more.
      
cebalrai
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sat, 19 May 2007 14:51
Updated. We have 7 of these things. Anyone else? It's easiest for me if folks post things in the format used in the top post so I can just cut & paste. Cool
      
Borgopolis
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sat, 19 May 2007 15:13
I prefer suggestion #2
Replace
"Target: All enemy units on, or next to, elevated terrain", with
"Target: All enemy units on or next to one elevated terrain hex".

because :

Pro: Dramatically reduces "potential" damage by limiting targets.

Pro: Turns the cards into something a little more strategic rather than random scattered damage.

Pro (instead of con): Basically turns three cards into Creeping Doom cards. So you would have four Creeping Doom cards in the deck.
Basically we already have 3 identical cards for the Cleric.
Giving the Wizard a similar card doesn' strike me as a con but rather a pro.
Finally the wizard might get some consideration as well.
Cleric has 3 spells : but all terrain dependant.
Wizard has 1 spell : but not terrain dependant.

Pro (instead of con): : Shouldn't be hard to target 4-5 units with this spell, still doing 16-20 dice of damage, which is still quite a bit.
The fact that the card(s) are still considered "good" or "powerfull" if only 1 Hill/Forest can be targeted is a clear indication that the original is way overpowered and that this fix is a good one because the card doesn't lose all its power with this fix. Thus : pro.

[Updated on: Sat, 19 May 2007 15:15]

      
blindspot
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sat, 19 May 2007 17:43
Borgopolis wrote on Sat, 19 May 2007 06:13

Pro (instead of con): Basically turns three cards into Creeping Doom cards. So you would have four Creeping Doom cards in the deck.
Basically we already have 3 identical cards for the Cleric.
Well, don't forget, Creeping Doom costs 2 more lore and has no terrain limitation. So it's not like these three are exactly like Creeping Doom, just similar. But the Cleric having three creates 2 more chances of the card coming up for the Cleric (3 out of 15). With Creeping Doom, it's just one (1 out of 15). Think of it more like a deconstructed and cheaper Creeping Doom.

[Updated on: Sat, 19 May 2007 17:51]

      
Samuraibel
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sat, 19 May 2007 18:03
Just another proposal as a compromise towards the inital card

for all 3 terrain cards the cleric is able to select 1 area of terrain where the effect of the card does apply

1 river, 1 area of hills(adjacent hill fields) or 1 area of forest
(adjacent forest fields). So it's less strong than the initial card but still a liitle bit more powerfull than to have one hex only.

And if you like it even more powerful - 1 area per cleric level









      
barcafer
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sat, 19 May 2007 18:26
After seeing so much discussion on this subject, and reading all the pros and cons, I think the problem is not with the card-event itself, but instead with the cost, relative to other lorecards.

So, my solution, would be to keep the cards basically as they are, but allowing the effects to hit one unit per lore spent.

So you would still need to spend 7 to activate, but if you want to affect more than 7 units, you would need to spend more lore. I realize is still make them powerful, but it would reduce, or make more expencive, the damage they could do.
      
VVoltz
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sun, 20 May 2007 19:47
I would fix it by only affecting the number of Woods / Mountains based on the Cleric level (with just one hexagon if there is no level).
Or by not considering the throw of a Lore as a hit.

[Updated on: Sun, 20 May 2007 19:48]

      
tom-le-termite
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Sun, 20 May 2007 19:55
barcafer wrote on Sat, 19 May 2007 12:26

After seeing so much discussion on this subject, and reading all the pros and cons, I think the problem is not with the card-event itself, but instead with the cost, relative to other lorecards.

So, my solution, would be to keep the cards basically as they are, but allowing the effects to hit one unit per lore spent.

So you would still need to spend 7 to activate, but if you want to affect more than 7 units, you would need to spend more lore. I realize is still make them powerful, but it would reduce, or make more expencive, the damage they could do.


Interesting too. Not that I would agree but as we are here in the suggestions for house rules here is onather one:

Same as stated on the card, but the lore cost vary on the number of hex affected. (for exemple 3 lore per hex).

If you plan to use it on 4 hex, it will cost you 12 lore.


(it is just a suggestion Rolling Eyes )
      
mvettemagred
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Mon, 21 May 2007 14:59
I think there are a couple more Pros for House Rule #3:
Pro: To maximize affect of HR/FF/RR, player is required to choose L3 Commander + L3 Cleric. This emphasizes the "putting all your eggs in one basket" approach. Since most War Councils are level 6, that puts the player who focuses on trying to win with these cards at a huge disadvantage, as casting most spells in the Lore deck will be out of character.
Pro: Makes these cards more strategic, by allowing the caster to target specific terrain-appropriate hexes. Potential impact is smaller, but more targeted.
      
VVoltz
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Mon, 21 May 2007 22:16
VVoltz wrote on Sun, 20 May 2007 13:47

I would fix it by only affecting the number of Woods / Mountains based on the Cleric level (with just one hexagon if there is no level).
Or if you think it is still too powerful, by not considering the throw of a Lore as a hit.


Don't you like my suggestion?, aren't you going to add it as a suggested house rule?
      
pl_walker
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Mon, 21 May 2007 22:28
I haven't gotten involved with the discussion about whether the cards are broken or not, and I probably wont. My son and I just played our first Lore game last night, so I haven't had the opportunity to get to the Cleric cards.

However, I did have the opportunity to read the discussion. Here are the fist two "house" rules that came to mind.

Rule A: Rather than affecting all terrain hexes and surrounding hexes, have the card ONLY affect the terrain type hex. Hills Rumble only affects Hill hexes, not the surrounding hexes. (This was my first solution. Because of the scale of the battlefield, I think this makes the most sense if you are looking for a "fix.)

Rule B: For each Hex targeted roll one die. On a result of Lore, Bonus or the unit's Banner Color, roll as normal. On any other result, don't roll for attack. (The idea here is that while the Cleric may be in tune with nature, not all of nature will listen and obey him. This should reduce the number of attacks by 50%.)

Or, if you REALLY HATE these cards, combine both of the above.

Paul
      
cebalrai
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Mon, 21 May 2007 23:12
Alright, I'll update tonight.
      
JMcL63
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Tue, 22 May 2007 10:22
Here's my suggestion for an alternative house rule:
- target all hexes on the board as written on the cards
- actual terrain hexes roll 1d/lvl+1
- adjacent hexes roll 1d.

Pros
1. Keeps the mass area effect of the cards to keep them distinct from the Wizard cards.
2. Strips out the most of the extra dice due to levels, which seem to be the main complaint.
3. It's thematically appropriate to have the actual terrain hex more dangerous than the adjacent hexes.
4. It's simple.

Cons
1. Some people might still think it's too powerful.

Hope this helps you all in your hunt for your house rules. Wink
      
Matzo
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Tue, 22 May 2007 13:23
i've play a couple of time with this house rule :

House Rule #2 - Replace "Target: All enemy units on, or next to, elevated terrain", with "Target: All enemy units on or next to one elevated terrain hex".

Its work pretty well. powerfull direct damage, but not so much.
I must said, i never play with a big number of forest, hill or water hex.
Most of the time i've targeted 3 unit max each time i've played the so called "nuke" card.

[Updated on: Tue, 22 May 2007 13:24]

      
cebalrai
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Wed, 23 May 2007 14:23
mvettemagred wrote on Mon, 21 May 2007 08:59

I think there are a couple more Pros for House Rule #3:
Pro: To maximize affect of HR/FF/RR, player is required to choose L3 Commander + L3 Cleric. This emphasizes the "putting all your eggs in one basket" approach. Since most War Councils are level 6, that puts the player who focuses on trying to win with these cards at a huge disadvantage, as casting most spells in the Lore deck will be out of character.
Pro: Makes these cards more strategic, by allowing the caster to target specific terrain-appropriate hexes. Potential impact is smaller, but more targeted.


Mvette, I haven't yet added these updates to #3 for a couple reasons. I'm not sure how the first pro you mentioned is a pro. It sounds like you're saying it's a con, but you have it listed as a pro. Is this a typo, or am I reading it wrong?

The second pro I'm not putting in there since it's off topic somewhat. The idea here is moderating the power of the nuke cards, not changing the theme. Not that this house rule is bad or anything, but I want to keep the purpose of this thread focused. Smile

[Updated on: Wed, 23 May 2007 14:27]

      
ColtsFan77
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  Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Wed, 23 May 2007 16:00
JMcL63 wrote on Tue, 22 May 2007 03:22

Here's my suggestion for an alternative house rule:
- target all hexes on the board as written on the cards
- actual terrain hexes roll 1d/lvl+1
- adjacent hexes roll 1d.

Pros
1. Keeps the mass area effect of the cards to keep them distinct from the Wizard cards.
2. Strips out the most of the extra dice due to levels, which seem to be the main complaint.
3. It's thematically appropriate to have the actual terrain hex more dangerous than the adjacent hexes.
4. It's simple.

Cons
1. Some people might still think it's too powerful.

Hope this helps you all in your hunt for your house rules. Wink

To me, I think this is an appropriate compromise. It allows for the scaling of the Cleric which seems to be an important issue to most. It keeps the teeth in the card for those still (foolishly!) sitting on hills when facing a level 3 cleric. But it also reduces the collateral damage to those not actually on the hill itself - which should eliminate the dice fest while still being thematic and consistent on the adjacent hexes.

I have felt the other versions seem to be too lenient in that you could only pick one adjacent hex to target in addition to the hill/forest itself. This is still a nuke but with a lot less radioactive fallout. Each hill "cluster" will go from a potential 28 to 10 dice for Level 3 Cleric but will go from 14 to 8 dice with a Level 1 (if my math is right). No effect for non-Clerics casting this spell.

Well done. I am still playing with the "official" card but if asked, would adopt this if my opponent wanted it in a game.
      
tom-le-termite
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Wed, 23 May 2007 16:15
I will also agree with coltsfan. House Rule #8 is a very good compromise.
      
sdafilli
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Wed, 23 May 2007 16:24
I also like house-rule 8 (even better than the original card I must say) for the exact reasons proposed firstly by JMcL and secondly by Colts- max effect on terrain targetted and lesser fall-out effect on adjacent hexes

Very nice and very much in keeping with theme of card and game

Cebalrai, as much as we may not agree on other things, I say good work for updating a thread like this Smile
      
Zeal
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Wed, 23 May 2007 18:42
I just like saying "House Rule #8" for some reason... sounds so
bureaucratic...

It's a good compromise. Still makes you weep if it hits you, but less chance of flipping the table over Twisted Evil

      
sdafilli
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Wed, 23 May 2007 18:48
Zeal wrote on Thu, 24 May 2007 02:12

I just like saying "House Rule #8" for some reason... sounds so
bureaucratic...

It's a good compromise. Still makes you weep if it hits you, but less chance of flipping the table over Twisted Evil




That really made me laugh Smile. Very nice way of putting things ...Wink
      
**player349292
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Thu, 24 May 2007 00:09
House rule #8 really is a great idea!
That's the way we'll play it from now on. Thanks!
      
blindspot
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Thu, 24 May 2007 01:14
Hmm, do I detect peace settling once again in the realm of BattleLore? Smile I am enjoying watching people coming to a bit of agreement on a preferred house rule. Being mostly indifferent myself, I only wished to see something resembling consensus so that I could play with people who feel more comfortable with a fix. Could House Rule #8 be the one?
      
cebalrai
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Thu, 24 May 2007 01:30
I prefer #4 personally.
      
ColtsFan77
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Thu, 24 May 2007 01:54
...and the peace shatters... Wink Twisted Evil
      
JMcL63
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Further uses of House Rule #8 (NB. NOT a HR/FF/RR house rule) Thu, 24 May 2007 05:44
Favour of the Gods/Alignment of the Heavens
The basic idea:
1. If you have the Favour of the Gods, or if the Alignments are right- use the HR/FF/RR cards as written.
2. If you don't, or they aren't- the HR/FF/RR use House Rule #8.

This would offer all sorts of twists in campaigns, scenario special rules, new Lore cards, and so on.

Example
Scenario special rule. The heavens are aligned at the start of the game- HR/FF/RR use RAW. The heavens slip out of alignment as soon as the Command and Lore decks are reshuffled- HR/FF/RR use House Rule #8. I'm sure the BL fanbase can think up countless other ideas. Wink

[Updated on: Thu, 24 May 2007 06:59]

      
Zeal
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Thu, 24 May 2007 17:59
sdafilli wrote on Wed, 23 May 2007 10:48

Zeal wrote on Thu, 24 May 2007 02:12

I just like saying "House Rule #8" for some reason... sounds so
bureaucratic...

It's a good compromise. Still makes you weep if it hits you, but less chance of flipping the table over Twisted Evil




That really made me laugh Smile. Very nice way of putting things ...Wink


Smile Thanks!
      
_twinkle_
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 25 May 2007 09:14
House Rule #8 - Replace "Target: All enemy units on, or next to, xxxx terrain" with "Target: All enemy units on xxxx terrain"
      
kilrah
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 25 May 2007 10:42
_twinkle_ schrieb am Fri, 25 May 2007 09:14

House Rule #8 - Replace "Target: All enemy units on, or next to, xxxx terrain" with "Target: All enemy units on xxxx terrain"


You migth as well remove the river card from the deck then. Unless the river is fordable it is almost impossible to catch a figure there let alone two.
      
sdafilli
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Re:-[ Hills Rumble/Forest Frenzy House Rule List ]- (continually updated) Fri, 25 May 2007 11:05
Something I posted on another thread. Not a house-rule fix just for HR/RR/FF but a general rule that may well have direct and indirect implications towards these cards, and other powerful cards.

"How about 'Each lore master cant cast an other master's spell that costs equal to or greater than say 7lore? and all other out-of character spells still cost +3lore? This way, esp with cleric, sure he has his powerful cards that he plays but others cant play them but neither can he play other spells too.' If you want to play any of these others, well, you gotta chose that lore master in your council. You want to play assault?- make sure you have warrior? fireball?- wizard. "

The cat-and -mouse game doesnt become the 'do i choose cleric/anti-cleric council', but rather focuses more on trying to win and out-play an opponent through the exploiting of one's war council strengths. More emphasis and responsibility would now lie on war council selection as a key strategical factor.

I haven't play tested this but interested to hear other's opinions. The obvious concern one may still have is when both players select a cleric- but now this would depend on what level cleric one chooses, or whether he decides to go with strong commander too, or a weaker commander and focus on the playability of stronger cards by spreading his war council thin.

Food for thought... Wink
      
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