Re: ThreeFort - Experimental game - Squirrelloid/Bandar Log wins!
Now that Cripple Fight 3 has ended I'll have time to work on (and play in!) this game.
In order to try to drum up more interested I thought I'd simplify the game's theme to "emphasize mid-game, eliminate late game" and eliminate the "no indies, only national troops/mages" aspect.
Proposed rules:
* Magic will be the same as last time. Spells limited to level 6, with the exception of the spells that were assigned to level 3 and banned spells. No globals. Lower power unique items will fill Constr. level 2, 4 and 6 for random events.
* All magic sites are level 0 - if you own province you'll know all the sites there.
* Start the game with 4 provinces and then have a normal expansion phase.
* Blood magic will get some nerfs (maybe less than last time).
Changes:
* Indies will be allowed (including magic sites that allow troop/mage recruitment) and mercs can be recruited. I think this will help with the problem of getting scouts as well as alleviate the impact of spells that target commanders.
* Diplomacy allowed.
* You can build forts as normal - this will make game setup easier and also allow you to protect your most valuable provinces.
* Cap gem income normal. With diplomacy allowed you can trade gems with other nations.
Any of you interested in, and have time for, a sequel?
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