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Legendary Encounters: An Alien Deck Building Game» Forums » Variants

Subject: house rules and why ?????? rss

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Ralf Brechtel
Germany
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Hi you all,

do you use house rules ? What are these and what
is the reason you come up with ? I am really curiuos.

Our house rule ( mostly two player ) is to play the
strike before the action phase. Man, this rise up the
tension of the game.

So, what are you, if, doing ?
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M.C.Crispy
United Kingdom
Basingstoke
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BRAUNFELS wrote:
Our house rule ( mostly two player ) is to play the
strike before the action phase. Man, this rise up the
tension of the game.
What? Why? You fail to kill the Aliens that you turn up in the complex and leave them to move into the Combat Zone and your partner has to deal with the consequences? I'm much more invested in protecting my Avatar than somebody else's - even in a co-op.
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Ralf Brechtel
Germany
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That can happen. But what turn up the heat is, that
players desperately try to avoid that aliens can come
down to the combat zone. When you have, let say 3 attack
and a alien strenght 3 come down.....it don't matter cause
you kill it before it strikes. No reason to hinder it come down.
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M.C.Crispy
United Kingdom
Basingstoke
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How do you prevent them coming into the Combat Zone if you don't have any actions before they Strike? This variant completely removes my agency - I take a bunch of damage and then I have to tidy up to prevent the next player taking damage. That just seems... not fun.
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Ralf Brechtel
Germany
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mccrispy wrote:
How do you prevent them coming into the Combat Zone if you don't have any actions before they Strike? This variant completely removes my agency - I take a bunch of damage and then I have to tidy up to prevent the next player taking damage. That just seems... not fun.


how do you prevent ? Of course...scan..scan...scan...

If you don't like it ....no reason for offense...hey..it's a game.
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Jeremy Hager
United States
Leesburg
Georgia
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I don't think he's offended
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Colin
United Kingdom
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I have added the extra characters from the expansion and use a scrolling barracks (each turn you add a barracks card, if the barracks is full discard the card on the end). With 6 characters in the barracks you need to increase the draw to see even half of them and adds some extra decisions. I also add a soldier to each hive and 1,2,and 3 clones in there respective decks. That way I get to experience the soldier cards, the clones reduce the difficulty.
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Jorge P
Spain
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My house rule is the possibilty to "kill" a card of your discard pile paying 4 stars. Only when I play solo. Also I put 6 cards in the barracks and discard one if none was taken ( I use the expansion)
For me, the worst part of this game is how easy the starter cards ruin everything. Anyone else has this problem?
 
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Radomir B.
Slovakia
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Coordination in solo games :
Once per turn put one Coordinate card aside and draw another one instead of it. During the cleanup phase draw one card less from the deck and bring the coordinated card back into your hand.

I started using this before the expansion allowed to "discard a Coordinate card to draw another one" because... well because it helps me often. Even with this house rule some scenarios are quite difficult for me, particularly Resurrection and Alien Evolved.
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Stuart Holttum
United Kingdom
Southend on Sea
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BRAUNFELS wrote:
Hi you all,
Our house rule ( mostly two player ) is to play the strike before the action phase. Man, this rise up the tension of the game.


In effect, all this is doing is reducing the size of the complex by one space: the final "scan 2" space becomes an extension of the combat zone because a creature in it will attack one action phase earlier. Instead of cards going 4-3-3-2-2-combat zone-attack, they are going 4-3-3-2-2-attack.

I can indeed see how this would ramp up the tension, but only because it makes the game more difficult - a card leaving the hive will start to inflict strikes after 5 action phases instead of 6. It feels like it would dramatically affect game balance, not least because of the number of cards that mean that alien in the last Scan 2 space could be immune to attack before it strikes.

To be honest, I find the game hard enough with a 5 space complex - an (effective) 4-space complex just seems too brutal to me. What is your win ratio with this adjustment?
 
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