Recommend
3 
 Thumb up
 Hide
6 Posts

Duel of Ages II» Forums » Variants

Subject: Maintaining control rss

Your Tags: Add tags
Popular Tags: [View All]
Uwe Heilmann
Germany
flag msg tools
Avatar
mbmbmbmb
Hi from Germany,

the fun and challenge to play DoA II is directly linked to the number of characters, creatures, hunters, henchmen, etc. on the game board at the same time.
The more, the merrier.

But this also requires to maintain the overview who has moved, fired, Opfired, and so on.
And players tend to forget or skip valid options as the excitement level soars.

Here is a suggestion how to support the "game sequence control" to ensure a smooth play.

A typical situation. Turn 8 is about to begin.

Team White is ready to go.

Free Action phase.
The method to ensure NOT to forget any available options for the Free Action phase: one token is placed on each Team Member card. This deliberate action keeps the owning players aware of their valid options.
Misty Corona currently carries a cube. Always good not to forget such a powerful gadget.

Dingo Jake has even two options: his cube and his hunter. He would really like to unleash the creature.

Line of Sight to the henchman of the Black Team? No. Gates block LOS.

A dramatic situation in the Black base: D. Abukir's hunter Crackbone hunts Cheeta (A. Oakley's hunter) that is hunting D. Abukir.
At this moment, Cheetah is just marked.

No action during the Free Action phase.

Fire Phase.
No action.

Movement Phase.
D. Jake moves towards the enemy.
STOP! The Fairy Guardian fires her weapon.

By placing a token on her card, the player maintains control over still available options for OpFire.
She no longer can use OpFire for the rest of this turn.

D. Jake stops moving as he wants to guard this area of the game board.
His colt is quite powerful. The guy's turn is over and the token removed from his card.

Erin Shrike seeks adventures.

As she will act again during the Adventure phase, a second token is placed on her card.

Surrounded by too many adversaries, A. Oakley decides to melee C.V. Alexander.

By flipping the token on her card, the player keeps track of the team members that will act again during the Melee phase.

M. Corona leaves the dome and flies to an Encounter.
This case also requires to place a second token on her card as she is to act again during the Adventure phase.

The Crawler stalks C.V. Alexander.
This bot is tough but slow.
As it will not act again during this turn, the token is removed from its card.

The other hunter is pretty fast.
But still out of range.
Done.

The Movement phase is done for a team once the Team Member cards are all occupied by 2 tokens, 1 flipped token, or zero tokens.

Melee phase.
Easy thing. The White Team simply checks the members' cards. Those marked with a flipped token have the option to melee.

Adventure Phase.
Easy again. All cards marked with two tokens apply for possbiel adventuring, encountering, etc.



I hope this provides some food for thought. Using tokens this way enhances game speed and reduces frustrating rules violations, option omissions, etc.


Cheers
U.L.H.

5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Douglas S
United States
Torrance
California
flag msg tools
badge
Avatar
mbmbmbmbmb
You didn't do the op fire right. You wait until all moves have been completed.

Otherwise good idea, but too fiddly for me, but for others it may work really well!

thanks!
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Uwe Heilmann
Germany
flag msg tools
Avatar
mbmbmbmb
Hi,
thanks for the reply.

I do not apply the "fantastic" approach of having all team members move and then have the other team decide where to use OpFire by forcing individuals back to the second, third, what have you hex of their theoretical/practical move.

The non-active team has to observe and decide at each and every single move of an adversary to either apply OpFire or not (if eligible and possible at all). This adds even more thrill and suspense to the game flow and provides the players one more stage to bluff, deceive and surprise.


Cheers
U.L.H.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Baz Hemmons
United Kingdom
flag msg tools
badge
Avatar
mbmbmbmbmb
tuner 13 wrote:
Hi,
thanks for the reply.

I do not apply the "fantastic" approach of having all team members move and then have the other team decide where to use OpFire by forcing individuals back to the second, third, what have you hex of their theoretical/practical move.

The non-active team has to observe and decide at each and every single move of an adversary to either apply OpFire or not (if eligible and possible at all). This adds even more thrill and suspense to the game flow and provides the players one more stage to bluff, deceive and surprise.


Cheers
U.L.H.


Umm, I think either I'm misunderstanding your post of you've misunderstood the original opfire rules. Opfire does not "force individuals back" to anywhere, Opfire can simply target spaces through which a character passes - they are not forced back to that space. The whole point of the Opfire after all moves are completed is that the non-moving team may have a concealed multiple Opfire weapon and if they are forced to reveal it to take a shot at one of the first characters to move, that will obviously change the moves that are made subsequently. The thematic reasoning behind this is that all moves and Opfire actually take place simultaneously, so it would be unfair for the moving team to be able to alter their moves based on knowledge that wasn't revealed at the start of their turn.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mike Markey
United States
Lebanon
Ohio
flag msg tools
mbmbmbmbmb
Baz is right, but this reminds me of a related question: If someone is killed during oppfire, do they drop where they ended their move or where they were targeted?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Scott Aikens
United States
Ann Arbor
Michigan
flag msg tools
mbmbmbmbmb
mikepmarkey wrote:
Baz is right, but this reminds me of a related question: If someone is killed during oppfire, do they drop where they ended their move or where they were targeted?


They drop where they were targeted and killed. That does add some strategy to exactly where you might target an opponent during OpFire.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.