Post by WaffleM on Apr 10, 2013 11:35:10 GMT -5
So I was trolling around some game rules and I came up with a "new concept" for changing up initiative. (I say "new concept" because someone may have already thought of this and I don't want to claim credit for someone's idea that I didn't know about.)
This could work for up to 4 players with a maximum of 13 units each, or two players with 23 units each.
Here's the Setup:
Game Play:
So this may be overly complicated and chaotic, but I think the idea of being able to decide when an opponents unit activates is an interesting twist. If you are dealt one of you enemies most powerful units, do you play it early at an inconvenient time or hold onto it until the last possible moment? Thoughts?
This could work for up to 4 players with a maximum of 13 units each, or two players with 23 units each.
Here's the Setup:
- Go to your local dollar store and get a deck of playing cards or two. You want cheap cards because you'll need to write on them.
- Let every player choose a suit to represent their force (ie: Clubs, Diamonds, Spades, and Diamonds). For two player games with more than 13 units each, let each player have two suits. Be sure to make fun of the player who get's stuck with Hearts.
- For each player, assign a card to each unit by writing the unit description on the playing card and/or writing the playing card on the units card. For example: My Heavy Mech #1 is the King of Spades and My Heavy Infantry are the 3 of Spades.
- Collect all the cards, shuffle them, deal two to each players and place the rest face down in a draw pile. This draw pile will be the Activation Deck.
Game Play:
- Determine who will go first and the order of play for more than 2 player games. Use dice, a coin toss, rock-scissors-paper, punchies, whatever.
- At the start of each turn, the play draws a new card. He should now have three cards in his hand.
- The player must then play one card by placing it face up on the discard pile. This card represents the unit that will be activated. It may or may not be one of the players own unit (ie: He gets to activate one of his own units or he forces the activation of an enemies unit.). If the player plays an opposing card, he does NOT control the opposing players unit, just declares its activation.
- After the activation has been resolved, the next player picks a new card and plays a card.
- If you get a card for a unit that has been destroyed, give the card back to it's player (removing it from play and the Activation Deck) and choose another.
- When the Activation Deck is all used up, play continues until all players' hands are empty. Then shuffle the discard pile to make a new Activation Deck, deal two cards to each player, and start the card activation cycle all over again.
So this may be overly complicated and chaotic, but I think the idea of being able to decide when an opponents unit activates is an interesting twist. If you are dealt one of you enemies most powerful units, do you play it early at an inconvenient time or hold onto it until the last possible moment? Thoughts?