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Commander rule

PostPosted: Fri Feb 16, 2007 4:45 pm
by Atilla
I also was thinking that a commander rule option might be nice too.

For those who aren't familiar with it, it's in the board games optional rules list.

Basically, once per turn the attacking army/commander can manipulate one die of a chosen roll to change an outcome. This is to reflect the influence of the commander on the field of battle and definately wouldn't hurt to slightly curb the advantage defenders has with the dice rolls.

Those of you who have had 10 armies widdled down to none against 1 defender know what I mean. Anyway it would be an option and definately a new dynamic to the game.

Atilla

PostPosted: Fri Feb 16, 2007 4:51 pm
by Evil Semp
As much as I agree with you about the defenders dice I dont' like this idea.

If you have just 1 army left because someone fell short of killing you then the next player would be guaranteed of taking you out with this option.

PostPosted: Fri Feb 16, 2007 5:00 pm
by Dr. Jim
The problem is that not all players are watching while another attacks, and so the defender would not be able to use their commander.

PostPosted: Fri Feb 16, 2007 5:26 pm
by Evil Semp
I don't think the defender would get a commander.

i should clearify the rule a bit

PostPosted: Fri Feb 16, 2007 8:41 pm
by Atilla
Only the attacker gets to use the commander option.

The attacker only gets to manipulate 1 dice once per turn.

The defender still wins in the event of a tie (hence an attacker can not beat a 6 with this rule so it doesn't GUARANTEE anything

PostPosted: Fri Feb 16, 2007 9:26 pm
by vtmarik
I always played that rule as once per game or once per 6 turns, so as to not abuse the privilege.