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Subject: The Eisenkeil Variant rss

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Sturmhard Eisenkeil
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Variant for Base Set + each of the two expansion sets

The common variant part:
- Split the card deck in an Imperial an Chaos deck
- Each player draws 3 cards as his hand.
- On your turn play one card to activate the respective unis, then draw a new card to the limit of 3.

Facing:
- Units have a front and a back side. This is defined by the front 3 hexes and the back 3 hexes.

Battle:
- In order to attack a unit in melee you need to rotate to face it. Units may be rotated as part of there move and cannot be rotated again after their attack until activated again.
- In order to attack with ranged weapons you need to have your target in front of you, but no direct facing neccessary.
- Melee units attacking from behind get +1 die. Units in the tower are immune to this effect.
- Ranged units attacking in melee get -1 die, but when attacking from behind ditches or tower they get no malus.


Generals:
The Imperial General and the Chaos Generals from the expansions have the following rules. Each General:
- increses the card hand limit by 1 as long as he is on the board
- grans a single die reroll of all troops in adjacent hexes
- if defending and rolling at least one shield, this attack is unsuccessful.
- still has only one hitpoint.
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The amount of cards is not equal for Chaos and Empire. Consider this:

Instead of just drawing a random card from one deck, you could opt to add a little more strategy to this game mechanic. This houserule also permits to fight battles between two Empire armies, or between two rival Chaos Lords.

Good versus Evil

Separate the deck in two piles, one for the Empire, one for Chaos.
There are 33 Chaos cards and 26 Empire cards: Chaos has 7 more.

Before the game starts
The Empire player draws 6 Empire cards. (Granting him/her more strategy.)
The Chaos player draws 3. (Cards have more 'punch'.)

Empire now has 20 cards in deck. Chaos now has 30 cards in deck.

Order of play
Each player has 20 turns. Alternate between both players.

Every uneven turn number, for each player:
- Play one card
- Draw one card (if the deck is not empty)

Every even turn number for the Empire player:
- Play one card
- Draw one card (if the deck is not empty)

Every even turn number for the Chaos player:
- Play one card
- Draw one card (if the deck is not empty)
- Play one card
- Draw one card (if the deck is not empty)


Evil versus Evil or Good versus Good

Both players start with a hand of 2 cards. (There is no upper limit to the hand size.)

Alternate turns between both players. In your turn you can do two actions. Possible actions are:
- Draw a card.
- Play a card.
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Sturmhard Eisenkeil
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First of all thank you for your feedback / proposal.
It seems to be interesting as well but would give the Empire an advantage.


What I may have added is that variant is for play with the two expansions.

My intention was to give the Generals from the expansions a role.
I always thought there are there anyways? A cav unit with only one hit point? Shouldnt a leader piece bring some strategic depth into the game?

With my variant the Generals not only can be dang hard to kill, but they grant a reroll for troops to represent an aura of command.
Of course a cannon ball can kill a General - so the Chaos player must be cautious to not let the Imerials leverage the advantage of the chaos player too early - because with 2 Generals the Chaos players hand limit is 5 cards, whereas the Imperials with only 1 General can have only 4 cards.
Remember, each General adds +1 to the card limit. And there are 2 Chaos Generals in the Chaos expansion, whereas there is only 1 Imperial General in the imperial expansion.

 
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Sturmhard Eisenkeil
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How about this addition:

Cavalry unis can move up to 2 hexes each activation, but attack only one.

If cavalry attack polearm infantry (helbards) from the front, the infantry gets an reaction attack on the attacking cavalry. This reaction attack is performed even if this unit was killed by the attack of the cavalry. This should represent the fact that the horses are charging into a wall of polearms, which isn't very healthy for horses.



 
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