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Guardians' Chronicles: Clash of Heroes» Forums » General

Subject: THE NEW GC2 RULES... rss

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GAISHLOMO WAINBERG
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Hello everyone.

maybe you know, but a year ego i'v posted a SOLO/COOP rules for GC1 and i got to admit that red joker make a fantastic work in the GC2 ideas and rules.

anyway, while i'v been play testing their new rules with my GC1 i'v used my rules for the traps etc. (hope they post spicific rules for them soon).

Now, there is only 2 points that i don't like in the new menace so far:

A: i want the menace sheet to be a replacement for real player. so when i saw that at the end of the turn a real player need to control the villains i was very sad... BUT, i have a solution for that just keep reading please

B: i'm thinking that the robots are little underwhelming in those rules cause they only react to the attacks of the players...

so i'v played that robots move and attack any hero that ending their turn in a "Line of sight" and "in the same tile" (not only "in the same area" as in the menace sheet).
that way the robots attack even multiple heroes in one turn (unless they get destroyed first).
SO, it keep the game live and tense and because the robots move by themselves between heroes turns i just skip the "End of turn" movement for them and that way you eliminate my 2 problem with the GC1 menace actions.

Also, i kept my rules about the event cards but their not so smooth so maybe someone have a better idea.


tell me what you think
 
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Jason Beighel
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The menace sheet definitely needs something for the traps. I haven't thought up rules for the traps, I'd like to hear what you've been used for that since the game feels lacking without them.

For a game where you have two teams of heroes I think it would be fun for the players to control the robots as described. It seems like it would add some fun in trying to use them to block the other team.

In any situation where you're playing entirely cooperatively then I'd agree that these rules would be much less fun. I would always have the robots move toward the nearest hero and attack if they got in range. Not very elegant, but it worked.


Did you add anything for Doktor Skarov? I felt he was a little dull as well, he just seemed to stand around until the heroes attacked him. Just seemed like he should be a little more active.
 
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GAISHLOMO WAINBERG
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Me and my wife play this game as 2 teams BUT it's became a semi-coop cause you want to defeat Skarov and you need your team (even if they are your rivals for the end game points).
that why we preferred the robot to be active automatically...

For the traps i use my old rules:

In the end of the round the players need to roll one 8-sided die. Than see what room has been activated"
(And for that, re spawn enemies and active any effect of his activation).
0 – Each room activated ONLY if most of the heroes is in that room.
1 – Each room activated if there is at least one hero in the room.
2 – Each room get activated.

- Objective room will activated even if only one hero in it (the auto activation always active as usual).
- Traps in 'Trap rooms' will activate automatically if there are at least one hero in the room.

- Any activation that needed Decision 'where and what' just active number of token etc. as the number of heroes in the game and if its needed locations (like an air-locks) put it in the spaces nearest to the heroes as it can be.


for Dr. Skarov you can use my suggestion for the robots:
any hero that end his turn in his line of sight or in his tile immediately get attacked by him.
move Dr Skarov to make the attack if necessary (as usual).

i think it's very simple and with it very challenging.

 
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GAISHLOMO WAINBERG
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A little edit:

the villains always try to attack the last hero that finish his actions.

for easier game: villains that cannot attack the last hero - do nothing.
for more challenging game: villains that cannot attack the last hero try to attack the nearest one.

have fun.
 
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