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Re: RAND REDUX
I think that might result in just a different kind of teleport grab. Capital only VPs have their flaws, but I think they are probably still the most reasonable way to go.
EDIT: I also think 160 provinces is fine for 13 players, so I hope we do end up using Rim of Darkness. |
Re: RAND REDUX
Same victory conditions as before is fine with me, 50% Capital VPs (7 of 13).
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Re: RAND REDUX
Capitol VPs seem fine. I also like the idea of 3 turn hold to make it count, but that is not really necessary with forts...
QM: 12 provs per player? |
Re: RAND REDUX
I vote for a Cap VP game.
They seem to end before getting too bogged down and are more interesting by having critical provinces. Thanks for organizing this Pasha, especially since you are not even playing. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: RAND REDUX
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Re: RAND REDUX
12 prov per player is good, but with the round map... somehow it might be hard to fit people in without sticking someone in the middle. It would be better if folk started near the edge.
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Re: RAND REDUX
I would vote for capitol VPs.
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Map Choices
Hi:
QM has suggested playing on the map from the Dom 2 Shepherds of Creation scenario. I'd be happy to use that map, but it looks like it has a fair about of waste and swamp, which could give certain players a serious disadvantage. What do other players think? Link to map site We need a good map for 13 players. Pasha |
Victory Condition
Okay. It looks like most players want a victory condition based on VP's in capitals. How many should be controlled to win the game? 5 out of 13?
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Nation assignments
Hello:
Nation assignments have been emailed. Remember to keep your national identity strictly confidential unless and until you are defeated. The nations in the game are: Abysia Ashdod Caelum C'Tis Ermor Jotunheim Machaka Marignon Pythium R'lyeh Shinuyama Tien Chi Ulm Thanks. Pasha |
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