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Reply: Risk 2210 A.D.:: Variants:: Re: Mercury map and Galactic travel

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by marhawkman

Axel wrote:

Hey mar, I havent's shown myself much lately.

I was thinking on an alternative to your day-night attacks. The -1 to the dice, could be a game breaker if applied to all attacking dice, or too mild if only applied to 1 die.

How about only being able to attack with up to 2 troops from day to night and viceversa? This idea is actually taken directly from Risk: Balance of Power when attacking countries with rough terrain. This mechanic has been tested to work great in this game and was highly praised.
Hmm... not a bad idea. My idea was to give people a reason to think about whether they really want to do it knowing that they'll be at even more of a disadvantage than normal.
I don't know if you still want to modify space/naval commanders powers, but if you do, with my proposal they could allow attacking with 3 units from day/night into night/day zones instead of only 2, just like the special forces power you can buy in Risk: BOP.

Let me know your thoughts...
Maybe give all commanders that ability? Even so, semi-connected attacks probably won't happen often. They're only for cases where a day-only or night-only route crosses the day/night border. *counts* There are six routes where it could happen and only 3 will cross the day/night border at a time. Also, the commander has to be in the army that is making the attack, simply having a commander somewhere isn't enough.

This of course brings up redeployments. I'm thinking that it would be best to not allow semi-connected redeployments at all.

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