GeekGold Bonus for All Supporters at year's end: 1000!
10,364 Supporters
$15 min for supporter badge & GeekGold bonus
14 Days Left

Support:

Recommend
4 
 Thumb up
 Hide
4 Posts

The Legend of Robin Hood» Forums » Variants

Subject: The LoRH 20-Turn Variant rss

Your Tags: Add tags
Popular Tags: [View All]
Mark W. Johnson
United States
Casper
Wyoming
flag msg tools
designer
Avatar
mbmbmbmbmb
One of the downsides of this game is that it can sometimes drag on too long. The first third or half of the game progresses slowly as each side builds up their forces, and only then do things start to get really interesting.

The intent of the 20-Turn LoRH Variant is to speed up the pace of the game and get to the "good part" quicker. Reduce the game to 20 turns by skipping the following 10 turns: 2, 7, 8, 12, 13, 16, 17, 18, 21, 26.

Use the following modifications to the rules.

A. To compensate for fewer turns to rob, loot, and tax, alter the cash flow system as follows:

--Robbing nobles yields 2 gold
--Robbing bishops yields 3 gold
--Looting a keep yields 6 gold
--Use a +1 DRM on the Tax Table
--An alternative to using the DRM on the Tax Table would be to allow villages to be taxed two turns in a row, but not three (perhaps using both the DRM and the increased tax interval would be the sweet spot).

B. Use the following rules to compensate for fewer turns for Robin Hood to recruit his forces.

--Instead of setting up an unrecruited Merry Men unit in the village south of Lincoln Castle, place this unrecruited MM with Will Sutley at start (many of the RH tales depict Sutley as the leader of his own band of outlaws who later "adopt" Robin as their leader).
--Instead of setting up an unrecruited Merry Men unit in the Ruined Castle, place this unrecruited MM in the northern edge of Sherwood Forest, in the space directly southwest of the "B" space.
--Alter the "5" line on the Recruitment Table: For Will Scarlet, change the "R/W" result to R; for Little John and Friar Tuck, change the "NR/W" result to R/W.

C. Eliminated Sheriff Men-at-Arms units automatically reappear on the 3rd turn after elimination (not the 4th turn as in the base game). Place them on the Turn Record at the appropriate Turn number, but do not count turns "skipped" using this variant. Example: a Men-at-Arms unit eliminated during Turn 6 will reappear as a Sheriff reinforcement on Turn 11 (Turns 7 and 8 are skipped in this variant).

That’s it! Give this a try; if you combine it with the die range variant for faster combat resolution, LoHR can move along at a fast pace to its (usually) exciting end game phase.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Craig Blumer
United States
Oshkosh
Wisconsin
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Thanks for all your efforts with this game!

How long do you estimate games to run with your modifications?

Thanks again.

Craig
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark W. Johnson
United States
Casper
Wyoming
flag msg tools
designer
Avatar
mbmbmbmbmb
wyldeoak wrote:
Thanks for all your efforts with this game!

How long do you estimate games to run with your modifications?

Thanks again.

Craig

I have only been able to play the 20-turn variant a couple of times via PBEM, so I can't really say exactly how long a FtF game would take. Based on the (admittedly limited) PBEM playtesting thus far, I think a 20-turn FtF game shouldn't last more than an hour or so.

The Sheriff struggled in both games in terms of generating tax revenue. We used only the modification for the +1 DRM on the Tax Table, so we came up with the notion of perhaps using the DRM along with allowing for taxation 2 out of every 3 turns instead of 1 out of 2.

But the amount of playtesting thus far is of course not enough, so hopefully others will take this out for a spin and let us know how it goes!

Mark
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark W. Johnson
United States
Casper
Wyoming
flag msg tools
designer
Avatar
mbmbmbmbmb
Also, the amount of combat in the 20-turn playtest games was a bit below average. Therefore, we weren't able to determine whether or not rule 7.6 (Return of Sheriff Units to Play) needs to be modified. Common sense dictates that is probably does; with fewer turns, it will put the Sheriff player at a disadvantage if Men-at-Arms return to play in the same way as in a 30-turn game (after 4 turns).

I went ahead and modified the original post. Men-at-Arms will return to play 3 turns after being eliminated.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.