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Subject: Any Nice House Rules ? rss

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Mr. Grace
Australia
Adelaide
SA
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I have the 1985 WEG edition. The rules are comprehensive, but.. well...not entirely comprehensible ! But aprt from clarifications of the standard rules, I wonder if members have any interesting house rules for the game ?

For example, I have thought that the President often has to sit out a coup with little to do( unless she's using the brother-in-law facility!)..so why not give her a few units to maintain her interest ?

Thus :
"If the Budget is defeated, D6x1 demonstrators sympathetic to the President appear in any Area adjacent to the Chamber.These units may participate in any coup action"

I'm sure other people will have some good ideas. And please ...keep an open mind !
 
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Joe Czarnecki
United States
Frisco
Texas
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Some easy changes to try to make the fight during the Coup more interesting:

Tanks

Tanks roll 2 dice, not one and move two areas, not one.

(Why? It gives the armored units some distinctiveness and gives a reason to split forces as well as the ability to move faster in the coup. But with only one armored unit each, if means going out on a limb if a General decides to move fast without his infantry.)

Paratroopers

Paratroopers roll 2 dice, not one (they're tough hombres who secretly admire the hated U.S. Army Green Berets who have probably intervened in the Republic in the past).

(Why? Paratroopers are usually something of an elite, and with only one ground unit the Air Force Commander is very limited.)

Marines

Marines roll 2 dice, not one (they're tough hombres who secretly admire the hated USMC Devil Dogs who have probably intervened in the Republic in the past).

(Why? Marines are usually something of an elite, and with only one ground unit the Admiral of the Fleet is very limited).

Naval Gunfire

If the Gunboat is firing into a coastal area (i.e. one of the three the Marines can land in) but the Marines are not there, it rolls 3 dice.

If the Gunboat fires into a non-coastal area that is not a red, or green area and the Marines are not in that area, the Gunboat rolls 2 dice (the targets are not "pre-registered" in those areas).

If the Gunboat fires into a red or green area and the Marines are not there, it rolls 3 dice (Those targets are pre-registered; the Admiral worked out those firing solutions the day he got stuck with the job!).

If the Gunboat is firing into the same area as the Marines (in direct support of them), the Gunboat rolls 1 extra die because the Marines are spotting the fall of shot.

(Why? Because a gunner who can see his target is more effective, whereas blind artillery fire is usually pretty ineffective. However, having a spotter is deadly. Also, "pre-registration" can be very effective. All of which makes the Admiral of the Fleet a little less of a joke, although limited the effectiveness of blind fire keeps him real.)

The Airport/Airbase

The Railroad went bankrupt and the station was sold to developers. It is now the Airport/Airfield and the Headquarters of the Air Force and the Paratroops. If it is occupied by another player, Air Strikes cannot be made.

(Why? Because it forces some alliance-building in a game with many players, and inclines the President to be careful about which player he gives the 1st Army Brigade and which he gives the Air Force Commander. It can force the Air Force Commander to "use it or lose it" instead of being the almighty end-game trump card.)

The Helicopter Gunship

The Helicopter Gunship rolls 2 dice, and moves 3 spaces. It does not need to move with a stack. If no one has the Helicopter Gunship card, it belongs to the Air Force Commander.

If not using the Airport/Airbase option above, the Helicopter Gunship is at the Air Field and enters play from any of the outer spaces at the Air Force Commander's discretion. If using the Airport/Airbase option above, the Helicopter Gunship starts on the Airport/Airbase and enters play from there.

the Helicopter Gunship card is a Coup Excuse only if it is played by someone other than the Air Force Commander, because it means someone else has seized control of this unit. If someone other than the Air Force Commander plays the Helicopter Gunship card, the Helicopter Gunships starts play in The Palace (President), one of the Barracks Areas (the three Generals), the Dockyards (the Admiral of the Fleet) or one of the Police Precincts (the Minister of Internal Security).

(Why? Like modifying naval gunfire, it give the Air Force Commander a little more distinctiveness, and if using the Airport/Airbase, it gives the Air Force Commander a little something extra to protect himself. It also explains why the thing is a coup excuse, but adds a little dimension by not letting the Air Force Commander use it as one. It also eliminates the unwieldy movement rule for this unit, and gives it some mobility and power. It also encourages alliance building, especially on the part of El Presidente if using the Airport/Airbase option as the the Helicopter Gunship can get to the Palace fast.)
 
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