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Subject: Discarding rss

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Chuck Dudschus
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Played our first game last night with my 15 year old son, major good bonding time, we played the first battle he had 6 command cards I had 4 we found it difficult to move or battle someimes because the cards we had in our hands, there were no corrisponding troops in those sections, ? can you discard any other cards besides the one you just played. I read the rules quickly i did not see anything, if you cant discard more then one has anybody changed this up, and how is it working.soblue
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Paul DeStefano
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SaintsnSoldiers wrote:
can you discard any other cards besides the one you just played.


No.

This is where the challenge of hand management comes in and making sure you don't clump your resources and leave yourself in an 'uncommandable' position.
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Alex Martinez
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According to the rules, there is no discarding. You're stuck with a card until you play it. If you play it and it doesn't do anything, well I guess that's pretty close to discarding.

The intent of this rule is to reflect the difficulty in coordinating an army on the battlefield. It also reflects being outmaneuvered, since if you are severely weakened in one section, you are more likely to have command cards that accomplish very little. Personally, I like that because you have to make decisions of when to issue powerful commands and when to issue throwaways before they come back to hurt you.

As always though, Battlelore is your game. Play it the way you want. I think the easiest way to deal with the problem would be to allow players to optionally discard a command card at the end of their turn, then draw back to their maximum. That way, you wouldn't get stuck with a lot of command cards you don't want.
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Chuck Dudschus
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The intent of this rule is to reflect the difficulty in coordinating an army on the battlefield. It also reflects being outmaneuvered, since if you are severely weakened in one section, you are more likely to have command cards that accomplish very little. Personally, I like that because you have to make decisions of when to issue powerful commands and when to issue throwaways before they come back to hurt you.

I like this didn't think about that, thanks for the input, this is a fun game
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Chuck Dudschus
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Above paragraph is supposed to be a quote from King Croc, not sure how to do that yet.
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Brian Morris
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Good hand management is key in this game. Don't fall into the trap of trying to play the best card in your hand every turn. Plan ahead. Let's say you like your set up on the right. Start saving up cards for the right and maybe move a unit or two from the center to that side. Then when you have three good attack cards for the right use them to deliver a nice 1-2-3 hammer blow. Also try to keep a flexible card in reserve that can be used in any section. Use that when an opportunity shows up for attack.
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Josh
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And don't forget to preferentially move your units to the hexes split by the dotted line, as they are considered to be in two sections of the board. This give a huge increase in flexibility.

Also, don't know if you played with full morale and follow-on actions, but when there is nothing pressingly offensive that needs to be done it is always wise to get your units into support (bold).

Glad you enjoy it, I do too!
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Niko Ruf
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JoshBot wrote:
And don't forget to preferentially move your units to the hexes split by the dotted line, as they are considered to be in two sections of the board. This give a huge increase in flexibility.


Ansolutely. You need to manage your troop distribution as well as your hand. Try to keep at least one unit in each section, preferably on the split hexes or near the line, so they can move to fight in two sections if necessary. It can really by the wiser choice to forgo an opportunity to attack in order to set up your troops more effectively.
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Matt Smith
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Niko Ruf wrote:
JoshBot wrote:
And don't forget to preferentially move your units to the hexes split by the dotted line, as they are considered to be in two sections of the board. This give a huge increase in flexibility.


Ansolutely. You need to manage your troop distribution as well as your hand. Try to keep at least one unit in each section, preferably on the split hexes or near the line, so they can move to fight in two sections if necessary. It can really by the wiser choice to forgo an opportunity to attack in order to set up your troops more effectively.

It's a hard balance to strike between having good command position (i.e. spread out) with good defensive position (i.e. clumped together). In my first game I had to collapse my left flank to protect some weakened units, but this caused me to vacate the left section. Wouldn't you know, I kept drawing left-section-only cards, and eventually had 5 of 6 cards be useless. Fortunately (for me), my opponent had the opposite problem. Having vacated the right region to attack me, he drew a hand of right-region-only cards.
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