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Subject: Settling Ties Variant rss

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James Potter
United States
Annandale
Virginia
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Ties are awful. Defaulting to one side for a tiebreaker is almost equally awful and unsatisying. The original rules defaulted the sins player as the winner (my guess - Eric's idea because he seems to enjoy the baddies) but changed probably because a hero sacrificing himself to destroy evil sounds better to the publisher. That's great in a movie but not when someone is trying to win a board game as the bad guy. I propose this:

When a hero dies while completing the last objective and there are no more heroes in the reserve, perform a team corruption check. The surviving heroes (2 in a 1 or 3 player game, 3 in a 2 or 4 player game) average their corruption level. If the average level is 5 or greater, the sins have corrupted the heroes enough that they succumb to it and finish carrying out the sins plans. Evil prevails and the Sins player wins.
 
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Paul Glickman
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The turtle strategy goes crazy if baddies can win ties. You never want an unwinnable game state for either team, this seems it'd make it too common.
 
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James Potter
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It's very easy to counter turtling.
 
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