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Subject: Adding dice to a siege rss

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Mike Mayer
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Just to mix things up...

Instead of the normal rules, when playing a card to besiege or reinforce, determine the card's military strength by rolling dice. Roll one die for each military strength symbol (or ship symbol, as appropriate):

A roll of 1 means that die imparts Zero strength.
A roll of 2-5 means that die imparts One strength.
A roll of 6 means that die imparts Two strengths.

That is all.
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Tim Seitz
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Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
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Mike Mayer wrote:

Just to mix things up...

Instead of the normal rules, when playing a card to besiege or reinforce, determine the card's military strength by rolling dice. Roll one die for each military strength symbol (or ship symbol, as appropriate):

A roll of 1 means that die imparts Zero strength.
A roll of 2-5 means that die imparts One strength.
A roll of 6 means that die imparts Two strengths.

That is all.
I like that idea. I have toyed with something almost identical. I've also suggested a similar idea for Through the Ages, as variable tactics cards.
 
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Christopher Dearlove
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out4blood wrote:
Mike Mayer wrote:

Just to mix things up...

Instead of the normal rules, when playing a card to besiege or reinforce, determine the card's military strength by rolling dice. Roll one die for each military strength symbol (or ship symbol, as appropriate):

A roll of 1 means that die imparts Zero strength.
A roll of 2-5 means that die imparts One strength.
A roll of 6 means that die imparts Two strengths.

That is all.
I like that idea. I have toyed with something almost identical. I've also suggested a similar idea for Through the Ages, as variable tactics cards.

I hate that idea, for a number of reasons. One of these (but not the strongest) is that you can no longer count up symbols to check the siege marker is in the right place. But more importantly it's just a distortion of the type of game this is, and doesn't help with any issues the game may have.
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Mike Mayer
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Dearlove wrote:

I hate that idea, for a number of reasons. One of these (but not the strongest) is that you can no longer count up symbols to check the siege marker is in the right place. But more importantly it's just a distortion of the type of game this is, and doesn't help with any issues the game may have.

Hate? Fair enough. Always nice to see such passion.

Just for the record, I'm not familiar enough with the game's issues to try to correct them. And I'm not all that concerned about game-taxonomy distortion issues. As I wrote, it's "Just to mix things up."
 
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Mike Mayer wrote:

Instead of the normal rules, when playing a card to besiege or reinforce, determine the card's military strength by rolling dice.

Martin Wallace is spinning in his grave at the idea that anyone would add dice to one of his games.

Ok Ok, he's not dead. But someday when he is, he will start spinning in his grave and we will all know who to blame.shake

 
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Mike Mayer
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UniqueRabbit wrote:


Ok Ok, he's not dead. But someday when he is, he will start spinning in his grave and we will all know who to blame.shake


Himself? He's added dice to his games.

In any case, no disrespect to Martin intended.
 
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Read the rulebook, plan for all contingencies, and…read the rulebook again.
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If it's variants yer after, how adding 1 strength point to the singleton free French Regular?
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Tim Seitz
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Dearlove wrote:
out4blood wrote:
Mike Mayer wrote:

Just to mix things up...

Instead of the normal rules, when playing a card to besiege or reinforce, determine the card's military strength by rolling dice. Roll one die for each military strength symbol (or ship symbol, as appropriate):

A roll of 1 means that die imparts Zero strength.
A roll of 2-5 means that die imparts One strength.
A roll of 6 means that die imparts Two strengths.

That is all.
I like that idea. I have toyed with something almost identical. I've also suggested a similar idea for Through the Ages, as variable tactics cards.
But more importantly it's just a distortion of the type of game this is, and doesn't help with any issues the game may have.
A distortion? Really?

Also, I don't think he was intending as a fix for the Hammer. I certainly wasn't. It makes for more tense (and possibly fun!) gameplay if you can't be sure your troops will have the exact right impact. That's all.
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Conan Meriadoc
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Come on guys. Dice are evil, you all know that. Your inner soul does, anyways.

 
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