11-01-2005, 08:23 PM | #31 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Rules Update for Illuminati?
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-02-2005, 03:11 PM | #32 | |
Join Date: Jan 2005
Location: Toronto, ON, CA
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Re: Rules Update for Illuminati?
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11-02-2005, 07:01 PM | #33 | |
Join Date: Jan 2005
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Re: Rules Update for Illuminati?
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*Leviticus Darksyde, Lord of Shadows* |
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11-02-2005, 07:04 PM | #34 | |
Join Date: Jan 2005
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Re: Rules Update for Illuminati?
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*Leviticus Darksyde, Lord of Shadows* |
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11-03-2005, 09:15 AM | #35 |
Join Date: Nov 2004
Location: Long Island, NY
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Re: Rules Update for Illuminati?
Just splitting up the deck into fourths means nothing in the context of the problem we've been discussing. The issue here is still if you play in a large group, and say the first four players grab all of the groups in the uncontrolled area, then the next player picks up a Special, that player is forced to either give up a turn, leaving them very weak for the all important third turn, or attack one of the first players with a strongly defended group. Splitting up the deck only spreads out the groups in a sense, but does nothing to fix the problem if there aren't enough groups in the uncontrolled area early in the game.
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11-03-2005, 04:25 PM | #36 | |
Join Date: Jan 2005
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Re: Rules Update for Illuminati?
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*Leviticus Darksyde, Lord of Shadows* Last edited by Leviticus Darksyde; 11-03-2005 at 04:36 PM. |
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11-03-2005, 06:50 PM | #37 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Rules Update for Illuminati?
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And your rule is way, way extreme in the other direction. 1MB is dirt cheap and gives a huge advantage to the high-income Illuminati. It also completely, totally screws the Network -- essentially, you'd be removing their Special Ability and replacing it with +1 income, useable only for card draws, in the context of the game. No, this is not a problem to be fixed by letting people draw more cards. Rule #2 worked well for us and did not confuse the newbies one bit.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-03-2005, 06:51 PM | #38 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Rules Update for Illuminati?
Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-04-2005, 06:58 PM | #39 | |
Join Date: Jan 2005
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Re: Rules Update for Illuminati?
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As far as the Options go, #2 is the best one. Happy now?
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*Leviticus Darksyde, Lord of Shadows* Last edited by Leviticus Darksyde; 11-04-2005 at 07:03 PM. |
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11-05-2005, 03:18 AM | #40 |
Join Date: Oct 2005
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Re: Rules Update for Illuminati?
Hi Leviticus and Kitty,
well, it screws the Network in the sense that their ability is suddenly something everybody can do - in effect turning their ability into +1 income. Anyway - in choosing between a suggested rules change that changes the game a little, and the one you suggest which changes the game a lot, the sensible choice would be to go with the smaller change. Cheers Martin :) PS, and I still didn't understand what the 4 group decks were for. |
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