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Blood Bowl: Team Manager – The Card Game» Forums » Variants

Subject: Keeping 2 player games close. rss

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Beau Bocephus Blasterfire
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Berrien Springs
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Blow out games are no fun; whereas, competitive games that come down to the wire can be about as good as it gets. In a two player game, more so than at other player counts, if one person gets a commanding lead early on, it can make it near impossible for the other(s) to make a comeback and make a game anti-climactic and maybe even a chore to finish. As there is definitely an element of luck to this game, it stands to reason that mitigating bad luck for the person(s) that is/are losing is the perfect way to reducing the chances of blow outs and keeping things close, perhaps even with many lead changes.

We all know that leagues around the world sometimes manipulate the outcomes of games or at least parts of games in order to keep things interesting. What I propose is no different in that sense - a little nudge here, a little nudge there, nothing overwhelming.

This variant does however require additional components, namely (2-5)D6s and (2-5)D10s.



In a two player game two of these would be used, one for each player along with 2D10s, again one for each player. The same system would be used for higher player counts.

The way the dice are used is simple. They are used to track influence points. The D6s track influence points gained in a round, whereas the D10s track cumulative influence points.

Lose a match gain an influence point on the D6. At the end of a round, the influence points from the D6s are transferred to the D10s. Any influence points gained in the final round are not transferred to the D10s but rather transformed into fan points at the end of the round.

Only influence points originating from D10s may be used to influence things, thus any points gained in the current round and tracked by the D6s cannot be used during the current round. Only after they are transferred to the D10s can they then be used to used.

-Use an influence point to re-roll dice.

-Use an influence point to force another player to re-roll dice. (Can be used to influence matches you are otherwise not involved in.)

-Use an influence point to draw an additional card to choose from when drawing cards during the upgrading phase.

-Use an influence point to make each opponent lose a point from their D10. It cannot be used if even one player cannot meet the requirements of losing a point. (During Maintenance Phase)

-Use an influence point to draw another token to replace the results of the first token. Must take the results of the newly drawn token.

While the rules of the variant above were written with more than 2 players in mind, it was created specifically with 2 players in mind.
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