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Duel of Ages II» Forums » Rules

Subject: Rule removed: Lith use restriction. rss

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Brett Murrell
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As of publishing the Codex, one rule has been removed. Previously a team was restricted from using Lith adventures if the opponent had favor. This rule was commonly forgotten and caused added complexity without significant enough purpose.

(This post is a bit late, but thanks players for reminding me.)
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David desJardins
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Could we have a new update of the rules compendium on the website?
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Brett Murrell
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Yes, soon.
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John Ibarzabal

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Hey Brett, if possible could you describe what rules/pages changed?

I printed out the master rules, and it would make it easier to just print the changed pages.


Thanks a lot
 
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Brett Murrell
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Updated on the website, page 14, Lith section.
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Chris Kessel
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We never forgot, but it wasn't a rule I liked so I'm glad to see the change. The Tower of Maneuver...err, Obsidian Fangs...(that's a joke for DOA 1 players ) is a really important strategic piece since it let's you save trapped characters and/or banish an enemy into one of your traps. The other towers are useful too of course.

Getting behind on the Lith was a 2-fold whammy. Down a point AND you lost a major strategic resource. Plus, it took away a "help, I need to run away and get dismissed" option.

On the downside of this change though is that Lith's point lacks any thematic heft. Labyrinths gave you cards, base blowups hindered your opponent, mercenary camp gave you henchmen, Lith gave you exclusive access.

Now Lith is just a dry point. It'd be nice to have pushing that point give something other than just a point. Maybe every X points pushed gives you an XP marker to give to your team (Lith bestowing her favor)?
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David desJardins
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SpitfireIXA wrote:
Updated on the website, page 14, Lith section.


I downloaded the new rules. It would be nice if the rules had a version number/date on them somewhere. (The previous versions were labeled on the cover, Aug 2013 and May 2015.)
 
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MacDouglass Kinnick
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ckessel wrote:
We never forgot, but it wasn't a rule I liked so I'm glad to see the change. The Tower of Maneuver...err, Obsidian Fangs...(that's a joke for DOA 1 players ) is a really important strategic piece since it let's you save trapped characters and/or banish an enemy into one of your traps. The other towers are useful too of course.

Getting behind on the Lith was a 2-fold whammy. Down a point AND you lost a major strategic resource. Plus, it took away a "help, I need to run away and get dismissed" option.

On the downside of this change though is that Lith's point lacks any thematic heft. Labyrinths gave you cards, base blowups hindered your opponent, mercenary camp gave you henchmen, Lith gave you exclusive access.

Now Lith is just a dry point. It'd be nice to have pushing that point give something other than just a point. Maybe every X points pushed gives you an XP marker to give to your team (Lith bestowing her favor)?


TOTALLY agree w your point about lack of thematic heft.
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Mac
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I agree too. I enjoyed the narrative drama of Lith siding with one team or another like a corrupt referee taking a bribe. It helped to give Lith presence and character in the game.


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