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Subject: No way to remove citadels or sanctuaries...expansion possibilities? rss

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Jordan Bross
United States
Atlanta
Georgia
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My guess is that cards that allowed for the removal/movement of sanctuaries or citadels would lead to games taking too long but after our first play we were discussing how curious it was that nothing had allowed for this.
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Three Headed Monkey
Australia
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rbf1138 wrote:
My guess is that cards that allowed for the removal/movement of sanctuaries or citadels would lead to games taking too long but after our first play we were discussing how curious it was that nothing had allowed for this.


It would definitely have to be an Epic Tale card. A advantage card or a action card with this ability would just really slow down the game. Also I think the game is more about manipulating the clans rather than the environs to win the game.

Maybe an Epic Tale card that could move a sanctuary...
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aaron belmer
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Webster Groves
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I think it would have been cool if an epic card read:

Reaction, if an opponent is about to retreat to a citadel, instead remove that citadel from the board.

That wouldn't necessarily slow down the game (just the opposite) and would make for a dramatic play. #expansionideas
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Three Headed Monkey
Australia
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That's pretty good. It limits when it can be done but still makes it strong and surprising.
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Frank Calcagno
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...Historically speaking, one would imagine that "destroying" a citadel would be a fairly difficult thing to do (stone buildings/fortress and all that), but burning down a sanctuary just when it is needed for a victory is more "physically" possible. (One would think burning down sanctuaries back in the day was fairly commonwhistle)
Just my two cents as to how this could go...I'd vote that citadels are permanent, but sanctuaries could be messed with. (Of course, this rule wishing is all alternate reality anyway.)
 
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Christian
France
Lyon
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Wow, those people you play in Inis would never ever destroy a sanctuary!
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Three Headed Monkey
Australia
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Kris wrote:
Wow, those people you play in Inis would never ever destroy a sanctuary!



You make a good point!
 
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Kevin Walsh
Ireland
Lucan
Co Dublin
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I don't remember how many times Emain Macha was burned to the ground in the various prequels to the Táin, but it was at least once.
 
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JermEx Machina
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To be fair, this isn't a game of warring clans. It's about leadership. These citadels and sanctuaries belong to everyone.

You are trying to get elected as high king, burned down villages can't give you thier support. These sanctuaries are not allied with any particular group of clans, so what motivation would there be to burn them? "This pretender's clan hangs around too many villages, better burn some down!" When really you just need a couple of your own clans around those villages and now you are at parity.
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jan w
Belgium
Brussels
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Inis has a couple of neat instruments that make sure the game pushes towards an endgame situation. The fact that more and more buildings pop up are an integral part of that system (as are deed tokens).

If you would counter that ability, you'd just get an endless tug-of-war. If anything, Inis should get rid of the few cards that go in against this strong design principle.
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Mark Jackson
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Greensboro
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You fell in a pit on the first turn. Good job!
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zenmazster wrote:
I think it would have been cool if an epic card read:

Reaction, if an opponent is about to retreat to a citadel, instead remove that citadel from the board.

That wouldn't necessarily slow down the game (just the opposite) and would make for a dramatic play. #expansionideas


There is an epic card that forces all clans out of citadels during a clash, which is similar and similarly dramatic. It's called Battle Frenzy is memory serves, but i don't have the game right here to double check.
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Charlie Theel
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The game has a strong feel of forward momentum that's stretched throughout the decision space. The only fragile and weak element of the game are the clansmen attempting to forge their legacy. I kind of like this direct implementation and the possible underlying message.
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