The rules for flipping a new region state
1) If it involves a land unit ending up in water, turn it around
2) If it has water on it and there is water in a region next to it, they must attach
3) If it's on the outer edge, the water must be on the outer edge
What if you ignore rule 1 so that rivers/lakes are always connected? If a unit walks into water, it must remain in the original hex (similar to ship movement). How would this affect the game?
Maybe have it mandatory to play the 7 round version (with dice rolls to determine game end) to allow armies/settlers more time to skirt bodies of water?
While gameplay wise it may be a bit more bloated, I think thematically it would be AWESOME (if it worked)
- Last edited Tue Apr 30, 2013 4:07 pm (Total Number of Edits: 1)
- Posted Tue Apr 30, 2013 4:04 pm
Up Nort' Der
We must move forward, not backward, upward, not forward, and always twirling, twirling, twirling towards freedom!
While it would make rivers and lakes connect a bit more often, you'd end up with a lot of wasted move actions, especially if you were moving the settler from a position that made it impossible to reach a newly-exposed land space without moving twice.
Forcing ships (with Navigation) back to their original position works because even if the first tile they explore doesn't have a water space, they retain the option to immediately explore the next tile in line without getting "locked in" by the terrain.
ADDED: Giving players complete control over the orientation of the tiles by ignoring all three guidelines could be pretty interesting. You'd have inland lakes much more often and the board layouts could be much more varied, but it would likely weaken the value of ships (especially Navigation) considerably, though.
- Last edited Tue Apr 30, 2013 4:42 pm (Total Number of Edits: 1)
- Posted Tue Apr 30, 2013 4:32 pm