Re: ThreeFort - Experimental game - Design pretenders
We should also agree to a policy regarding stealth movement in the first two turns. Only two nations have recruitable stealth units (and only mine lives by them) but anyone can take a stealthy pretender or prophetize a scout. Whether a battle is fought or not, going for a dom kill is an attack. Also, if the stealthy unit is discovered it forces a battle, thereby violating the two turn NAP. So I think the best policy is to say only non-prophetized scouts can move into an opponent's territory the first two turns. If you all disagree we can change that policy but I think it's important everyone is operating under the same set of assumptions.
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