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Subject: Aldarchons!, Win Starcraft the easy way. rss

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magic gecko
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Starcraft is hard. But Aldarchons! is easy.
Fire the biggest guns in the game, on turn two.
Avoid the hard stuff. Try winning instead.

Print out between the crosses.
And pretend you thought of it yourself.


XX Aldarchons! XX
An Average Planet has 2 Crystal & 2 Gas, more gas is good.
Start with 7 workers and a Transport to a neutral world

Turn One
*Build Get Dragoons 1/0
*Build Get Templars 2/0 Research module 2/0 Get Worker 1/0
*Research Summon Archon 0/1
*Move some guys to a neutral planet’s Victory Points

Turn Two
*Build 2xHigh Templars 0/2
*Golden Build 1xArchon 0/1, 2xHigh Templars 0/2
(Golden provides one Gas and Slot)

And 2 of {*Build with 4 workers , *Attack, *Attack}

Preferred option
* Invade neutral planet
* Build base 2/0 and a second archon 0/1 on that planet at the same time.
Remember to get a worker 1/0 or transport 1/0 in the first build action if you do this.

If you want to attack on turn two, get Two Dragoons instead of 2 HT.

Turn 3+
*(Golden) Build last Archon
*(Golden) Attack!
*Attack!
*Build more / Attack / Build Base

Go straight at Victory points. Build bases on VP’s.
Dont Research!
Get a Pylon, Get a second research, get Air Def.
Get High Templars and Archons constantly.
Get Zealots. Get Dragoons. Get everything in your pool.
Research Shield Battery and dig in.
XX End Aldarchons! XX


Why play Aldarchons! ?

There is lots to Starcraft.
There is lots of tecks to learn.
There are lots of rules, orders, units, buildings, places, names, cards, decks, special Victory conditions, counters, resources, modules, . . . Help !!!

Well, there is another way.

Aldarchons! is the simple version of Starcraft.
Aldarchons! is an easy option.
Even physically you handle fewer types of pieces!

Aldarchons! doesn't bother with Tecks at all.
Literally 3/4 of the words in your game just left.
No more picking up decks of cards and looking through them. Aldarchons! only works if the combat deck is virgin.

Just One Deck Of Cards! Just One graveyard of cards!
Look at the board, not your tecks.

Aldarchons! upgrades only the initial building.
Aldarchons! uses only 4 units.
Zealot, Dragoon, High Templar and Archon.

Archons are the biggest baddies in the game.
9/8 flying splash is the best combat card.
Use it once per turn.


Aldarchons! doesn't use the Research Order!
You dont understand how much this simplifies your life.
No more getting workers wrong because the tech costs the wrong resources.
No more shuffling and wondering which large pile of cards is which.

When placing your first order, 2 options are Gone!

After placing 3 orders, a normal player is still looking at 3 Tiles when they place their last order. Hard.
After placing 3 orders, Aldarchons! is looking at 1 Tile. Easy.

OK, that is not strictly true because of the research module being helpful, but do you get my point?

Special Victory Conditions are also very complex and hard.
Ignore them, because you wont get yours, so who cares?
Go for the Victory points.
One less thing to get wrong.


Aldarchons! perfectly synergises.
And you can play it while a complete newb.
And you can play it while trashed, against people that know what they are doing.
And it kicks wild nubian ass.
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Goran Topic
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magic gecko wrote:
* Build base 2/0 and a second archon 0/1 on that planet at the same time.

Oh? I was under impression you couldn't do that... I thought you can't build units unless you already have a base...?
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Brad Miller
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Correctamundo! Units are built first...
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Matthew M
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amadan wrote:
magic gecko wrote:
* Build base 2/0 and a second archon 0/1 on that planet at the same time.

Oh? I was under impression you couldn't do that... I thought you can't build units unless you already have a base...?


But you must admit...it is easier that way.

-MMM
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Petras Ražanskas
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You may easily counter Archons by producing your lesser units in massive quantities. A single archon takes three slots in your building capacity, which basically means he will be outnumbered. Three Marines with stimpacks will always kill an Archon. You will have lost two marines (2 minerals, 2 slots worth), the Protoss will have lost one archon (3 gas, 3 slots worth). Economic advantage is with Terran player. Don't let Archon attack first and choose to kill your big units! Overpower him with your weak units in numbers. Soak up his splash with petty targets.

Attack areas with gas. Every gas area in Protoss planet you control - double damage against anyone going for Archon strategy.

If Protoss player tries to build a base and an Archon there with a single Build order, show him 21st page of the rulebook. (EDIT: Mistake pointed out in the post below)

If all is well, after two turns you will have a magic bullet for the Archon (EMP Shockwaved Science Vessel or Dark Swarmed Defiler) and Protoss will have to make up something new fast.

REMEMBER: Archon is vulnerable to hordes of enemies. While in theory Archon can kill two Battlecruisers with a single attack, in practice, your micromanagement is terrible, if you let this. Attack first, don't let Protoss choose the unit, which faces Archon. Archon's splash damage must kill marines, not battlecruisers.
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Riku Riekkinen
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amadan wrote:
magic gecko wrote:
* Build base 2/0 and a second archon 0/1 on that planet at the same time.

Oh? I was under impression you couldn't do that... I thought you can't build units unless you already have a base...?


You can build Archon into planet without base. Page 38:

" “Tech-required” Units ....
Once the relevant technology has been acquired,
these units may be built on any planet (even one without
a base) during a Build order, as described on the relevant
Technology card."
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Dave J McWeasely
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Are you sure you don't want to get Psi Storm? It is strong.
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magic gecko
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Melbin Oz
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None of you get it, do you?
None of you wish to actually try this, do you?

This is ridiculously simple and strong.
Try it.

The words I have written are true.


amadan "yes, you can build an Archon and a Base."

Windopaene "Wrongamundo! You can build an Archon and a Base."



Octavian "But you must admit...you should stop typing on my treads."
The last time I quoted your words (without comment) you deleted them and banned me. That was not reasonable admin behaviour. Please either stop banning me, or stop typing to me.

It is simply not fair to taunt the people you wish to ban.
Especially when you are outright wrong.
As you are here.




"You can build Archon into planet without base. Page 38:"

Riku Riekkinen Thank You. You are entirely correct.



Carnifex Nice try. Yes, if you are always the attacker you can pull out 2 minerals against 3 gas (and 2 build slots to 3), if you get lucky.

Since you are attacking, you included the cost of the order, and the cost of the Stimpacks, and the fact you can just lose in the example you gave?


"Marines with stimpacks will always kill an Archon"
No. Carnifex, nice try, but no!

7 + 1 + 1 = 9
Stim + Marine + Marine = 9 Attack

Archon + Health = 10 Defense
9 + 1 = 10

Ba-bow, minus 1 point to Carnifex.
(and 2 dead Marine from the Splash)


I know I have got up your nose Carnifex, sorry about that, but you are wrong. Please play Aldarchons!
Then tell me it is crap.




Hello Mr Weasley! Long game no see!

Yes, Psionic Storm is an awesome addition to this once you have 3 Archons and a couple of spare HT's lying around.
This is the simple basics.
This is the REALLY SIMPLE basics.

Why dont you try it Vanilla?
Then try adding some Chocolate?

Mr Weasley, you of all people should be able to give this a fair hearing. Yes, it is a bit wacky and does not involve a lot of the "basics" eveyone else thinks are mandatory.

Remind you of anything?
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Chris Cieslik
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How does it fare under a rush? I've found a critical strategy against Protoss is to hit them early and often (especially if you're zerg).
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Gergely Orsó
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This strategy SHOULD work well, provided you are not attacked up untill the second build order of turn 2.
So I will try it, and I predict I'll blow away everyone the first time I'll use it, but after that, anytime they see me going archon, they'll just combine forces and come down on me like a sack of brick, started turn 1.
But will try it.

So, how should this build survive 1-2 turns? I admit this thing is strong, but nothing like "win the easy way". ou can win easy way if the others let you... but you can do that with other builds.

So to sum up: this strategy involves the archon build, but with the idea to neglect everything else, right?

And I really like the idea to not research useless junk in the process... archons has fewer cards, so they need to come up often.

My questions from the other topic I still have: how do you survive a turn with more than 2 battles with only 4 archon cards, when you have 2 archons and not much else? Should happen turn 3 for example. And if you still not in battle by turn 3.... than you won't win, but the others will lose the game for your sake.

Don't get me wrong, this strategy seems strong, but it relies too much on the fact that the other's will let you pull it off, and other random factors like card draw. Nothing ultimate like DEW-north in WotR.

So, bottom line: Will try this "just go archon" strategy in the near future, and wil also try "have one archon and 1 templar + goon+zeal backup". Will report how it did work out.
 
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Michael Mitchell
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magic gecko wrote:



Octavian "But you must admit...you should stop typing on my treads."
The last time I quoted your words (without comment) you deleted them and banned me. That was not reasonable admin behaviour. Please either stop banning me, or stop typing to me.

It is simply not fair to taunt the people you wish to ban.
Especially when you are outright wrong.
As you are here.



Is this true? Octavian?
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magic gecko
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Gergely Orsó , I kiss you in a manly, and wargamery way.


If i may paraphrase, "This strategy involves the archon build, only"




No Protoss wants a Zerg rush. Not this neither.
But this is actually able to fight them off, maybe.

I have tried to encourage people to experiment with a SAVAGE Zerg rush. Look at where Aldarchons came from and there is a weaker and much more fun Overmind template for a first turn rush.

But, trying to get strangers to attack on turn one was proving impossible, so I thought I would try to get someone, anyone, to try the stronger and simpler tactic of winning instead.



"... and I predict I'll blow away everyone the first time I'll use it,"

OK 10 points, that is enough for me.
Tell me this happened and I will be a happy man.



" but after that, anytime they see me going archon, they'll just combine forces and come down on me like a sack of brick, started turn 1."

So the only way to beat this is for every other player to actively stop you?
Does that sound like a strong idea?




"I admit this thing is strong, but nothing like "win the easy way"."

Look, this is also for people that dont understand all that complex stuff, but would like a chance of winning Starcraft.
Just a chance.

Winning this way is the easiest possible way to win.
It involves 4 units, one building and one teck.
How hard is that?
I am not claiming 100%.
I am claiming SOME %.


We noticed this was a ridiculous strategy when I won with it, someone else copied it and won, so did someone else, and then a fourth person did the same.
We tried to remember as many games as we could.
Aldaris has won 7 from 9.






"How do you survive a turn with more than 2 battles with only 4 archon cards, when you have 2 archons and not much else?"

Easy.
Draw them again and play them again.
Or use one or two attacks with the Archons giving +2 to Dragoons / Zealots with 7+1 health. . .
And save Archon cards for later.



Attempt 1

I have been thinking about how to set up triple attacks with 3 archons, eg gold attack, Attack, Attack.

Assuming you want to go the hack, that is 11 cards drawn out of 18 cards total.

9 Archon cards required. . .


But, and here is the tricky bit that wont make no sense to no-one.

4 cards in deck, 8 in graveyard, 6 in hand

Attack, Draw 3, Use 3 archons, obliterate 6 units, (Huh? why do I need to kill 6 units? 4 is stacking maximum?)



Attempt number 2
6 Archon cards required. . .

4 cards in deck, 8 in graveyard, 6 in hand

Attack, Draw 3,
Use 2 archons, obliterate 4 units

Gold Attack, Draw 1, shuffle Draw 4.
Use 2 archons, obliterate 4 units.
6 cards left in the deck


Attack Draw 3, 3 cards left in deck.
Gold Attack, Draw 1, shuffle Draw 4.
Use 2 archons, obliterate 4 units.
3 cards left in the deck


Start with all 4 Acrhon cards, when the deck is shuffled there are 2 in the bin. This would mean if both the shuffled archons are in the bottom 3 card, bad times.


I typed that out as a very real example.
And Archons Die.

A lot.

So rebuild them


Also, I am taking as example me attacking them.
Archons work way better for Protoss because they draw 3 cards in defence.


It aint perfect.
It is good.
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Petras Ražanskas
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Well, this time I didn't say it's total crap. The fact that you reposted this once again bugs me, but hey... whatever makes you happy.

Yes, 8/9 card with health reinforcement (the only in the deck) wins against 3 marines with Stim Packs. These cost 1M1G and they are in the same vicinity of expense as Summon Archon. Given that you do not research, you will have 6+3 cards after I attack you (if I attack you first) - 50% odds of an easy Archon kill. The bad part of that is - if I successfully kill your Archon in the first turns, you're left with techless Templars and whatever is left from your starting forces. I may not attack you again, but your other neighbour will.

You may win with that strategy. I'd go as far as saying that you're likely to win if others don't pay attention or its 1v1 game. Hence the proposal I posted in the other thread:

Houserule "Summon Archon" tech to cost 2 gas and the summoning itself 1 mineral, 1 gas.

That should balance the things out, because getting a unit of Archon's strength for three (two, if using special orders) gas is ridiculous.
 
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Kester J
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Can you clarify why this is specific to Aldaris, and not both protoss factions? Is the starting dragoon important for early defence?

I might give this a go next time I play 1v1. I'm a bit wary of trying it out in a bigger game, because it does seem pretty powerful, and I don't want my whole group feeling that I broke the game.

Similarly, I might try to get my opponent to try it out and see if I can beat it. Early and constant pressure seems a good way to go.
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Octavian wrote:
amadan wrote:
magic gecko wrote:
* Build base 2/0 and a second archon 0/1 on that planet at the same time.

Oh? I was under impression you couldn't do that... I thought you can't build units unless you already have a base...?


But you must admit...it is easier that way.


You also must admit that you can build archons without a base.
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Matthew M
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dbuel wrote:
Octavian wrote:
amadan wrote:
magic gecko wrote:
* Build base 2/0 and a second archon 0/1 on that planet at the same time.

Oh? I was under impression you couldn't do that... I thought you can't build units unless you already have a base...?


But you must admit...it is easier that way.


You also must admit that you can build archons without a base.


I must admit, I jumped the gun on that one!

-MMM
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magic gecko
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Aftwacking !
I’ve found a tiny hole in Starcraft.
The joy of it is its utter simplicity.
Pick one teck, abuse it. Archons.

A ridiculous way to do 9/8 flying splash damage(s) each turn.
With 8/10 FlySplash when needed.

But you really don’t need that much bang, just more than their defence.
And just maybe living, going 2 dead for no loss.

When there is only roadkill, Archons can let the Zealots and Dragoons fight it out occasionally. Giving +2 is still significant. Suddenly it is about -if- the Zealots die, not if the defender wins.
Attacking a Planet with two Archons can easily involve the Dragoon being in front of the Archons. Why bother with Splash and a valuable Archon card when there is only one guy?
Then the two Archons walk up to the Air Defence Module and kick it over with stacking limit of friends. Friends stay on planet, Archons are forced elsewhere from over stacking. Off planet preferred.

Cool Huh?

The archons go home before they can be attacked.
Two Archon cards used, 1 Dragoon, 6 cards drawn, 5 enemy dead.

But two archons together is not actually that common, or needed really.

And 3 is AFT Awesome Firepower Time.
Try taking out 3 Scouts and an Arbiter with Stassis any other way.

Nothing has the firepower of Awesome Firepower Time.
Archon playing 9/8 Flying Splash
Archon playing 9/8 Flying Splash
Archon playing 8/9 Flying Splash

.. .. except .. .. Awesome Firepower Time with added Chi’s and High (t m), which comes with an extra 3 High Templars , double Psi Storm and a Hallucinate.

AFTwaCaH is the ultimate attack.
Nothing can stand up to that sort of firepower.
Alright, maybe a Lone Arbiter and a friend could survive if their idiot friends didn’t leave the door open. But apart from that, your dead. All of you. The point is to kill 8 enemy units in a game with max stacking of 4.

Hey,
.. .. and now .. .. Awesome Firepower Time with added Chi’s & Slug. (t m), Out with Hallucinating High Templar madness! In with 8/8 Ground Splash Reaver goodness.

A brief recap,
3 Archons = 6
2 Psi Stormin’ HT = 2
1 Reaver = 2

And the body count is 10 !

AFTwaC&S truely is the majestic, mouth watering spectacle that fully fills all possible options. The gorgeous added extra is the glorious use of the fourth archon card by the team mascot.

Aftwacks happen about two games in three.




Why does Aldaris need a 5 point head start?
 
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magic gecko
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carnifex, you kill me.

You want to make "House Rules" to solve a problem you say is not a problem, and you have never played!




Kester Jarvis,
Aldaris get a free head start. ?5vp? (why?)
Tassadar have a real chance at their Special Victory Conditions
Tassadar want the game to go on for a while and then slaughter with a carrier fleet.
Tassadar and Aldaris doing the same means Aldaris should win.


"Is the starting dragoon important for early defence?"
No, but nothing wrong with a cherry.
The missing worker is significant.


"I might give this a go next time I play 1v1."
Dont.
This is best in a group game. 1v1 might be too focussed. Kill bad guy = gain resources in 1v1.
Not true in multiplayer.


" I'm a bit wary of trying it out in a bigger game, because it does seem pretty powerful, and I don't want my whole group feeling that I broke the game."

Wow.
Try playing it first.
It aint THAT strong, just really easy, that is all I am claiming, so far.




"I might try to get my opponent to try it out"
No. These instructions are for you.
Not. Them.
Dont. Tell. Them.
Dont. Show. Them. This.

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magic gecko
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Broke the game.

6 months.

No interest.

Apparantly this is game of the year.

Hello?

Testing testing testing.
1. 2. 1. 2.

Is this thing on?
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magic gecko
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Hi MrSkeletor.
I have been banned more than 5 times, but I dont remember how many.
Hope I dont play to rough for you.



"How did you 'break' the game when you yourself admit this wont net you 100% victory?"

You do not need anywhere near 100% to claim broken-ness.
This is a multi-player war game.
If one faction has double the chance of another, sounds broken to me.
Aldarchons has way more than that.




"This is a good one shot."
Cheers.
Try it out.




"You wont have as many units as your oponents. Less units = less territory to be able to hold."

So?
I held a total of 2 areas last night, on turn 3.
Admittedly, they were the right 2 areas, 2VP & 2Gas.
I easily won turn 6.



"Early attacks will wreck this.
Late swarms will wreck this."

No, they dont.
You have not played it.
Do not claim knowledge about what you have not done.
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marc mad
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Have you tryed the science vessel card giving +3 damage against archons ?
 
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Dave J McWeasely
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I did a walkthrough tonight. Against recommendations I did it 1v1, as the roleplaying required for 1v1v1 is too hard for my brain.

Aldaris basically lost on the first order, when a huge swarm of zerg slimed his home planet, taking over huge swaths of the countryside, assasinating a Zealot, and taking all available unit production room.

Yeah, the game's broken, all right!
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MrWeasely wrote:
Against recommendations I did it 1v1, as the roleplaying required for 1v1v1 is too hard for my brain.

1v1 is a completely different game than multiplayer. Zero-sum wreaks havoc on everything. If you're going to test 1v1, at least make the homeworlds non-adjacent.
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magic gecko
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Madman shouts in the hurricane
7 Months ago, in this thread I replied. .

"
"I might give this a go next time I play 1v1."
Dont.
This is best in a group game. 1v1 might be too focussed. Kill bad guy = gain resources in 1v1.
Not true in multiplayer.
"


&


"
Mr Weasley, you of all people should be able to give this a fair hearing. Yes, it is a bit wacky and does not involve a lot of the "basics" eveyone else thinks are mandatory.
"



7 months ago I specifically asked YOU, Mr Weasley, to try this.
Dont play Aldarchons in an actual 3+ player game of Starcraft if you dont want to.
Play with yourself in your room all you like, but dont claim knowledge about orgies.
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Here are my thoughts on archons:

- archons are efficient and inexpensive at 3 gas (+ 2 build unit limit consumption)
- they require no supporting technologies
- they have ridiculas splash damage
- any counter (to survive an archon attack) requires a combination of more the one unit and some supporting technology, thus the counter cost vs an archon will always be high.

w/r to the science vessel + emp as a counter to archons, it will never be as efficient as an archon. Its a counter, but a costly one.

0/2 science vessal (+0/2 for emp)
+ whatever you are willing to throw under the bus to ensure science vessal suvival

Most anything in combination with emp will kill an archon, but very few things will survive the attack to make the kill 'economically' advantageous.

Throwing a combination of firebats, vultures, mariness, wraiths are all feasible options. The only economic win (w/o sacrficing the science vessal) is 2 marines.

Otherwise, you will require a tank or a hammerhead with a repair card to ensure a win, which is expensive in terms of technology and resources compared to a archon. On top of that, all of this hinges on 2 emp cards, which is not a feasible consistant defense/attack plan.

i.e. 7/8 Tank Card + 1 health repair assist card + 1 supporting science vessal (w/ defense matrix) + emp card vs. archon + (whatever which is nullified by the emp)

10/10 vs 8/9 or 8/8 or 9/8 won't cut it. Tank and everything lives.

Though this will require 3 specific cards in comparison to a single archon card and +1 crystal (that is being sacrificed) for the repair. Much more costly to handle a single unit.

I only saw a variation of this pulled off twice in the last game we played.
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