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Subject: House rules to improve play rss

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Mike Kent
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1) Rounds 2 and 3 draft monsters:

a) Turn over # monsters = to the number of players.
b) The player with the lowest XP chooses a monster first. Next lowest chooses from the remaining monstors .. and so on.
c) All players get to look at and consider their initial deck of 6 equipment cards as choosing a monster.

It helped the player in last survive rounds 2 and 3.

2) Mind tap copies - DOES NOT EXHAUST.

This card utterly devastates your target and is the only card that does this.

3) No loss of skill on death.

All this does is prevent the last place player from getting kicked while he/she is down.

4) After all monsters are exhausted from the supply, instead of one more round for all, everyone can finish fighting their current monster.

Allows players to be on a more even XP footing for rounds 2 and 3.
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Dustin
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Sounds like you want a co op game.

If anything it just needs to go back to the original design of no preview monsters

It's not the only one, the copy weapon one allows you to use their weapon and discard it to kill a monster of a certain type in round 3.

There should be a penalty for dying. This is not a euro game. Not all games need a catch up mechanic or have even scores at the end. Who is doing best should win, and if they are doing it better than everyone else they should win by alot. This game is short enough it's not a big deal if one person is having a rough game or another is running away.

This is to prevent high armor turtling.
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Daniel Hammond
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SeerMagic wrote:

It's not the only one, the copy weapon one allows you to use their weapon and discard it to kill a monster of a certain type in round 3.


Copy Weapon doesn't work that way.

I would hardly call Mike's suggestions a catch-up mechanism, you aren't killing monsters and you are getting less gold, but to further set people back just makes a long game even more frustrating if you get a bad early round.

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Dustin
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dlhammond wrote:
SeerMagic wrote:

It's not the only one, the copy weapon one allows you to use their weapon and discard it to kill a monster of a certain type in round 3.


Copy Weapon doesn't work that way.

I would hardly call Mike's suggestions a catch-up mechanism, you aren't killing monsters and you are getting less gold, but to further set people back just makes a long game even more frustrating if you get a bad early round.



Why doesn't it? Says use it as if you own it. I'm guessing it was designed that was so someone just doesn't dump into skills to boost the damage of them to crazy levels.

Yes it's really hard to come back if you have a terrible first round, but not impossible.
 
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Mike Spartz
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SeerMagic wrote:
dlhammond wrote:
SeerMagic wrote:

It's not the only one, the copy weapon one allows you to use their weapon and discard it to kill a monster of a certain type in round 3.


Copy Weapon doesn't work that way.

I would hardly call Mike's suggestions a catch-up mechanism, you aren't killing monsters and you are getting less gold, but to further set people back just makes a long game even more frustrating if you get a bad early round.



Why doesn't it? Says use it as if you own it. I'm guessing it was designed that was so someone just doesn't dump into skills to boost the damage of them to crazy levels.

Yes it's really hard to come back if you have a terrible first round, but not impossible.


It doesn't because the card clarification sheet that comes with the game says it doesn't.
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Daniel Hammond
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I personally don't care for the game, but you are playing copy weapon wrong.
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Dustin
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certainly missed that, thanks!
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Mike Kent
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SeerMagic wrote:
Sounds like you want a co op game.

If anything it just needs to go back to the original design of no preview monsters

It's not the only one, the copy weapon one allows you to use their weapon and discard it to kill a monster of a certain type in round 3.

There should be a penalty for dying. This is not a euro game. Not all games need a catch up mechanic or have even scores at the end. Who is doing best should win, and if they are doing it better than everyone else they should win by alot. This game is short enough it's not a big deal if one person is having a rough game or another is running away.

This is to prevent high armor turtling.


No, I do not want a co op version. My suggestions are designed to make the game not suck when you fall behind. I primarily play games to have fun. Getting hammered early results in an unenjoyable hour and a half for that player.

Regarding mind tap, there are 2 in the deck. That makes it largely luck on who gets to attack another player with it. It is the only card that allows for a direct attack of another player.

There is already a penalty for dying. You don't get XP for the rest of the round. Basically, if you die, you won't win. Why should it get worse?
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Tim Norris
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mikus42 wrote:
SeerMagic wrote:
Sounds like you want a co op game.

If anything it just needs to go back to the original design of no preview monsters

It's not the only one, the copy weapon one allows you to use their weapon and discard it to kill a monster of a certain type in round 3.

There should be a penalty for dying. This is not a euro game. Not all games need a catch up mechanic or have even scores at the end. Who is doing best should win, and if they are doing it better than everyone else they should win by alot. This game is short enough it's not a big deal if one person is having a rough game or another is running away.

This is to prevent high armor turtling.


No, I do not want a co op version. My suggestions are designed to make the game not suck when you fall behind. I primarily play games to have fun. Getting hammered early results in an unenjoyable hour and a half for that player.

Regarding mind tap, there are 2 in the deck. That makes it largely luck on who gets to attack another player with it. It is the only card that allows for a direct attack of another player.

There is already a penalty for dying. You don't get XP for the rest of the round. Basically, if you die, you won't win. Why should it get worse?


If we are not playing with 5, we take Mind Trap out of the deck. Simply hate that card.

I think what you have suggested for Mind Trap is acceptable and will be our house rule.

Like you said, we play games to have fun. Not to sit for an hour and half of misery knowing you've no chance.
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Carmen Norris
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mikus42 wrote:

No, I do not want a co op version. My suggestions are designed to make the game not suck when you fall behind. I primarily play games to have fun. Getting hammered early results in an unenjoyable hour and a half for that player.

Regarding mind tap, there are 2 in the deck. That makes it largely luck on who gets to attack another player with it. It is the only card that allows for a direct attack of another player.

There is already a penalty for dying. You don't get XP for the rest of the round. Basically, if you die, you won't win. Why should it get worse?


I have been thinking about how to improve this game. Thanks so much for the suggestions!

I also don't like that it is mostly chance that determines your trophy points... one way to counteract this a bit is to give one point for every trophy CARD you have as well, that way you aren't killing monsters and getting NO points for it. It is still a bit unbalanced and based on chance though.
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Dustin
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remember you can always pass 1 monster on your turn, even if you just drawn it. unless of course no one has an open spot.
 
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Mike Spartz
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SeerMagic wrote:
remember you can always pass 1 monster on your turn, even if you just drawn it. unless of course no one has an open spot.


You can actually pass up to two monsters if you take the blind draw. Your first pass must be the monster you already have at the start of your turn and the second can be the first monster you get on a blind pick.
 
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Dustin
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you can't pass twice.
it says "if the player passes the monster, he must draw a new monster from the pile and attack it."
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Mike Spartz
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SeerMagic wrote:
you can't pass twice.
it says "if the player passes the monster, he must draw a new monster from the pile and attack it."


I know, that's why I said if you pass two, the first must be the one you already have at the start of your turn.
 
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Dustin
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Sparticuse wrote:
SeerMagic wrote:
you can't pass twice.
it says "if the player passes the monster, he must draw a new monster from the pile and attack it."


I know, that's why I said if you pass two, the first must be the one you already have at the start of your turn.


no you can only pass 1. if you pass one you had in front of you at the start of your turn you must fight what you draw. you can't pass again.
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Alex Fiedler
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Has anyone tried having 2 or 3 monsters on display instead of the standard 1?
This would give players more options when choosing to draw a new monster, thus removing some of the monster randomness. Having only 1 visible, or draw a blind one, seems pretty limited and very random.
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craig kennedy
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I LOVE how mean Mind Tap is. This is one of the games we pull out when we want something mean and dirty.
 
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Dex Quest
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Mind Tap is also quite expensive, so you're not buying something else when going for it.
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