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Reply: Runewars:: General:: Re: Revised edition rules & banners of war

by Jimzik

Thanks Scott.
[It took me a while to find this reply, isn't there some notification when someone answers you? I Geekbuddied you but let me know if there's an easier route I don't know about.]

Yes, it does add time to the initial push and here's some worse news on that - I play with my "Fierce Monsters" rule! Basically all Neutrals ignore any Rout result against them and the unit that played it now has to check morale!!! They must pull a success/neutral Fate result or they themselves are routed! Using my set-up every City (I use the Variant type without requiring an extra Rune for victory) usually has a Fierce Dragon guarding it and makes Diplomacy a more valued option. Anyhow, we all thought the Neutrals were way too weak and this gives them some clout. Hell, yesterday TWO Beastmen stymied my little band of Elves for 2 turns when they kept hitting their specials! LMAO!

I think I'm going to post these variants I like them so much. Even with "6 and win" this is a long game. What's UP with those DESOLATION tokens? I found only one Strategy card that gets rid of them and have already added a variant to deal with that situation. If you pull a "Bountiful Harvest" you remove all Desolation Tokens and can use the resources after that turn. There might still be NO "Bountiful Harvests" in your seasons but at least you have some kind of chance to get rid of desolation. Otherwise, Desolation should only be allowed to be played in a Province with 8 Troops in it (they raze the land) to make more sense.

Anyhow, this is just how we play this fun, fun game.

p.s. now I've speed-painted the entire set I'm going back and adding flourishes to some figs.

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