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Manoeuvre: Distant Lands» Forums » Rules

Subject: Rules Changes from Base Game? rss

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Tony
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While flipping through the rule book for Distant Lands, I immediately noticed a few additions which weren't part of the base game.
Most notable:

Para(5.2): Advance to Combat - It now seems that on the first turn of each game, both sides will move 3 units. Then on the second turn, 2 units will be moved. And finally, 1 unit will be moved each turn from then on.

Para (5.3): Digging In - You can elect to not move a unit, but you must discard your entire hand in order to do so.


I suppose these rules are intended to be used when playing solely Distant Lands as well as when combining the expansion and the base game. I guess the question here is, should these new rules supersede the original rules when playing only the base game?


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Dan Poole
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My guess is these rules are to be implemented to the the base game as well. My question is regarding rockets. The Distant Lands rules state any unit can execute rocket attacks. Does this apply to the base game units as well?
 
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Jeff Horger
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voynix wrote:
My guess is these rules are to be implemented to the the base game as well. My question is regarding rockets. The Distant Lands rules state any unit can execute rocket attacks. Does this apply to the base game units as well?


Since firing Rockets requires a Rockets card, only the Chinese and Indians will use these attacks.
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Rick
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Advance to contact is a great rule. I've played that one for a while. Gets the game going quicker.
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Dan Poole
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Ah I didn't read that far in the rules. blush
 
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Paul Franklin-Bihary
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I was just thinking how much I think the new movement rules make the game better, and that I hope that GMT incorporates them into the base game.

They makes sense in terms of realism, too. The first hour of a battle would be faster from everyone being all cranked on adrenaline, then it would slow down. The Advance to Combat rule captures that well.

I like the option of not HAVING to move, too. But the cost of discarding the whole hand is an effective deterrent, so most of the time it wouldn't probably happen.

Also, the Indian and Japanese decks are different enough to be fun but not overwhelming in terms of additional rules.

I'm loving this expansion to an already classic game.
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