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Subject: Call to Arms Clarifications rss

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Jeff Wright
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Just purchased Call to Arms and was trying to set up a custom scenario. Read in the rules that one could use a "make your own" map so we did, then we proceeded to get our cards for left center and right and then reserves, no problem. Then we asked "Okay how many command cards per side?" Looked in the rules, no help there so we decided that both sides get the same, but how many? 3-4-5-6? Who goes first?

Then we decided to try lore, How much starting lore per side to set up the council (spelling uncertain)?shake

Is this all to be determined by the players? I could guess the answer would be yes, but I wonder if there is an advantage to the card set one picks and so the scenario could be unbalanced.

Anyway, just asking.
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Mara Saurio
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Valencia
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Logitech G25 + rFactor + XtremeRacers = pure sim racing!!!
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No rulebook handy, but if you are playing with Lore, each player gets as many cards as their commander level. A level 3 commander gets 6 cards, a level 2 commander gets 5 cards and a level 1 commander gets 4 cards, IIRP.
If you're not playing with Lore, I don't remember, but I would use 5 cards in that case.
Regards.
 
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Jacques Marcotte
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I think the first player is the one with the most green units (the fastest). If there's a tie, you roll 6 dice, and whoever gets the most green banners gets it. (Not sure if this is in CtA or in the Epic rules)
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brian
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# of cards is tied to your War Council. DOW suggested you always use 6 Lore Master Levels. This will give you between 3-6 Command cards depending on the Commander level you take.
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Keith Vey
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When making your own map using a War Council, you decide the level of the War Council you and your opponent have. The most common number used is 6 levels per side.

As mentioned above, the number of Command cards you get is determined by the level of your Commander in the War Council. The number of Lore tokens and Lore cards you start with are determined by the highest level Lore Master you have on your side (the Lore Masters are the Rogue, Wizard, Cleric and Warrior). In any case, the War Council boards have the charts for the initial card/lore distributions on the full War Council side of the board (the other side of the board has a simplified War Council setup for scenario 6).

Setting up your War Council is part of the strategy of the game. Having different numbers of Command cards vs. Lore cards vs. creatures gives different advantages and disadvantages that you have to figure out.
 
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Todd Rewoldt
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ColtsFan76 wrote:
DOW suggested you always use 6 Lore Master Levels.


I think (can't recall the exact source) that 6 was the suggested "happy medium" amount of levels to be used. I recall 10 being given as the maximum.

I've only played using 6 at the most - save for some experimenting with Call to Arms and using 7 levels, with levels allowed to be allotted to the Guest spot in order to take additional Specialist cards (1 per level assigned, up to a maximum of 3, just like with other council positions). That was a fun way to play.

Games using less than 6 are fun as well - the lore levels scale well (through 6 anyway, can't vouch for more than that if used in the traditional way). Also, it is a good way to handicap a game, by allowing a disparity in levels for the war councils, more experienced player having 1 or 2 (or more?) fewer than the less experienced player.
 
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brian
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DOW suggested it on their forums iirc. It wasn't described as a "happy medium" but it was stated more along the lines as a "baseline." In other words, they strongly recommended sticking with 6. I think they did give some upper limit but I don't think it was 10, maybe 8.

Two points to make:
1) DOW ain't watching over your shoulder so use whatever number you want. But the vast majority of scenarios use 6 so that should tell you something.

2) Go up or down by a few isn't going to make or break it. The mor important thing is to have some sort of balance. So while both sides do not need to be exactly equal, it wouldn't be fair to have one side only have 4 while the other has 10. My recommendation is to keep them no more than 2 apart.
 
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Todd Rewoldt
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Happy Medium wasn't the best term to use laugh Baseline is much closer to what I was trying to convey. And, I remember the resource now - the rule book:

"To play with customized War Councils, the players first agree to the total level of Lore Masters in play on each side. We recommend that players limit themselves to a total of six levels by default, and in all circumstances, refrain from using more than ten. If one player is more experienced than the ohter, he might offer his opponent a handicap, starting with 1 or fewer levels."
 
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