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Reply: Runewars:: Variants:: Re: Runewars overhaul and rebalancing, BoW included [discussion thread]Chan

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by Cadellon

Hinnyboy wrote:

Cadellon wrote:


-rebalancing of development cards: the four special abilities development cards all feel extremely weak , some developments are useless ( the Obscene one for example ) or overpriced while some are OP (Like the Leonx rider upgrade for only 2 resource)
-modification of Capital system: Capitals are fairly useless for now as they improve defense where you need it the least, far from the border


I am currently working (and have been for quite some time) on balance changes to the development cards, including getting the capitals cheaper (only one ore instead). Also note that capitals can be of use even if your home realm is not going to be invaded, as you free up another ordinary stronghold, changing your maximum stronghold count from 4 to 5. Do you think they need more tweaking as well?

I can post my thoughts about the dev cards here if you want.


Well you rarely build more than 2 extra strongholds so in most games being able to access 5 strongholds instead of 4 is not such a big bonus. The only time I ever built the capital was to accomplish the Good objective. So they IMHO need fixes. In my fix capitals would be expensive but quite useful. Haven't playtested it yet though.

I would love to see your development ideas.
Here is what I thought of for now:
- Rework each special ability to keep it similar to the original but more powerful (not sure how to make that balanced yet neither what to modify
- change Obsene development to allow you to replace it unrouted in another area after a battle in which it was routed
- Change necromancer develpment to 1 ore cost and the recruited skeleton archer acts at initiative 2
- latari warrior development now costs only 1 ore
- Nerekhall rangers costs only 1 wood
- Change Dark Knight develpment to "you are not limited to 3 types of units when activating your special ability. Inflict 1 damage when activating Dark Knights ability"
- maybe reduce cost of Paladins and Midnight Chalice developments.

EDIT: a Initiative 5 unit can draw cards ;) Your title variant is good but is more of a fun variant than a essential fix. I guess you are still right about the vampires though.

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