Hey guys, I’ve been skimming through this thread for the past 30 ish minutes and there are a few things that i think would benefit from being discussed and if not adopted i might make a separate version of the game based around siege warfare.
Again, I skimmed, but I haven’t seen any discussion on how many terrain cards are played each round. Going with the google sheets there are 10 cards out of the 32 going to terrain, and only 3 rounds. It seems like only 1 terrain card can be placed per round (from what little is in the sheets document), that seems a bit of a waste for nearly a 3rd of the deck.
What is stopping me from placing chasms/mountains right in front of the other player and preventing them from progressing/no way to retreat? Though if you’re only able to place on your side, it does seem a bit easy to give yourself high ground and protection for free. What if you flip a coin to decide the first person to place down their terrain and troop cards at the same time and the other person gets to respond to their setup and place their terrain and troop cards afterward. After that the winner of the previous round places their cards first and the loser goes second. (this makes going second preferable which i think is pretty cool)
I think that only being able to have straight lines in your infantry is a bit restrictive, how about having one card’s corner placed slightly on top of another (to where the number or letter is completely covered) counts as “in formation”, if rotated the gap created is made up for by the overlapping section of the cards and has soldiers in it even though it doesn’t look like it. This goes along with the adjacent side rule, either a corner is covered or a side is adjacent to make a formation, giving you more options.
I think that having a front/back/left/right to each card brings a lot of interesting scenarios into the mix. The facing of a card would be based on the card art, for example a shardbearers front is the direction the top of the symbol is facing (i’m not entirely sure what the case scenario would be for the front and back of diamonds but i’m sure if this is taken into consideration we could figure it out). Infantry and archers fronts would be the long side logically so the right side of the symbol would be forward. This then prompts the idea of orientation in the turn process, my idea would be you take orientation either before or after you move and as part of your movement step. (I added some photos if the front/back thing was confusing)
Next, I was thinking of making a version of the ruleset based on siege warfare that has players work together to create a city’s terrain. Also variants of the troops being kings, pike and shield walls/seige infantry, archers and medics. Also a mechanic using dice to track food and supplies as well as some of the terrain cards being used as supply and merchant lines. This would be a much more complex version of the game but i think it would be very fun.
Thoughts?