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Ishikk

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  1. Yes, otherwise it would be the opposite, just getting weaker and weaker troops. Maybe I misunderstood, but I have been playing that you can only retreat in the deployment area, requiring movement to attack and then get back. That's why I said that.
  2. I totally agree, I just tried this out, and with a terrain deck, we took turns placing terrain with three each. It felt balanced and fun. What me and my friends liked best was 10 the first round, then 4, then 1, and then somebody can call for 1 more reinforcement during the third round. This ensures that if somebody does poorly or does not draw their king in the first round they can still have hope, but you get less and less, making beginning rounds more important. The extra one is just to have a total of 16 with some extra strategy. I think that is something we all agree on, one a troop dies, it is gone. This sounds fun, and I am leaning towards letting your opponent chose, as otherwise you would get rid of lesser cards and just get stronger cards, which is unrealistic. Because you can not move after an attack, your opponent can always try to counter before you can retreat, just part of the game. I'll finish reading your book later
  3. Hey guys, new to posting in this thread but I have been following it and have done some playtesting. I feel that the basic version that is in the rule book doc right now makes for a pretty fun game, but me and my friends were more interested in making and trying out variants which are often mentioned in WaT. Below are some of the variants that we tried or came up with, which I would recommend either trying, or somehow incorporating into the basic game. 1. One of the most boosting variants that we tried was a point value version that somebody mentioned earlier (I could not find it) with infantry and archers having a value of 1, cavalry having a value of 2 on the front of card and a value of 1 on the flank, and shardbearers having a value of 3. To capture a piece, a military piece has to have a greater value which can be boosted by either adjacent friendly units (adding them to the value, eg. two infantry adjacent both have a value of 2.) or by positioning around terrain with +1 value with high ground, +1 value if backed up against mountain (can't retreat so fight harder). This makes the positioning of troops much more important as they have to be supported by others. We also allowed people to move 3 units on a turn, but the other person can make one move before the first person attacks, making movement more important and adding more strategy. This also made shardbearers more realistic as a shardbearers could attack an infantry or cavalry and win, but if 3 infantry are together there is no way for a shardbearer to win. (They all die) 2. Changing the drawing of cards) This is a simple change that makes additional troops more scarce, while keeping holy numbers While using a terrain deck, each player draws 10 cards at the beginning of round 1. Round 2 each player draws 4. At the beginning of round 3 each player draws 1. All holy numbers in Honors eyes, except for 15 total cards, so we added that during the 3rd round at any time after the deployment, either player can call for 1 more card to be drawn, making a total of 16 cards. This adds more strategy, to either call it right away, wait for when you really need it, or trying to destroy your enemy before they can call for it on their turn. 3. Changing shardbearers to king, and jokers to soulcasters) This fits the Kaladin dialogue in Ob if we assume that the game is towers. Shardbearer rules do not change just name so that's not important, but adding soulcasters adds some fun plays. These are the soulcaster rules we came up with: Same movement of infantry, if using point values, their value is 0, and so they completely rely on adjacent troops, and can not attack. Instead of an attack, on their attack turn, they can construct a random terrain drawn from the terrain deck (or if in hand, you can build terrain separate from the beginning of the round). This can support troops and block enemy advancements. Biggest problems are space, as this works better on a bigger play area, and mountains. Mountains require two other cards and so take up other terrain, and are realistically way too big to be soulcast. As such we changed mountains to hills that you can not occupy, and which only need the king. This also makes more sense in terms of Roshar, as the only mountains are part of large ranges, not individual ones in the middle of a battlefield. 4. 2 decks and teams) We used two of the same deck to create two mega armies, with each suit being controlled by each person. This just allows more people to play without making the playing surface too complicated. We made it that the play order was 1st red suit - 1st black suit - 2nd red suit - 2nd black suit. This made the game take much longer as there was a lot more movement and less fighting.
  4. Once I read Edgedancer it changed how I thought of her. It developed her character and created a more fun one. RoW also nicely develops her and so now I like her a lot more.
  5. Why do you think that? -Not saying yes or no, just curious because when I read it I did not think that.
  6. But then the Platypus comes and defeats the shadows because of some mystical power.
  7. Gets out a really hot dragon. Inserts a mysterious bag
  8. To do this it grew arms and feet. It then...
  9. I'm a wee bit young so I'm not getting mine relatively soon but these posts make me look forward to it.
  10. Would you have infinite feruchemical abilities theoretically?
  11. The Bans supposedly let you have all Allomantic and Feruchemical abilities, so what would happen if you burned part of it? Any answers or theories?
  12. I just could not get into her, there was also a little too much internal conflict for it to be fun. I still appreciate her chapters though.
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