Author Topic: House Rules  (Read 1345 times)

Offline Bixby

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House Rules
« on: January 18, 2007, 01:51:45 PM »
Looks like a number fo you are from a large group that play. Curious if you play with any / many house rules for your large map games. All of our games are on large maps and we have a number of rules we use, would like to compare notes.

Cheers..
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Offline Lazybones

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Re: House Rules
« Reply #1 on: January 18, 2007, 03:06:42 PM »
I would just copy and past our house rules from our private forum sub forum.. but I think most of the rules need some added explanation.

First few that come to mind are:

1. The origonal micro corp agents are never allowed a range bonus... ever. (we found them next to impossible once up high and with a glyph bonus)
2. We play with 1 more turn marker, we find it makes the game go a little faster.
3.Tayloard is cheaper...as no one would draft him at is origonal point cost.


Offline Bixby

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Re: House Rules
« Reply #2 on: January 18, 2007, 03:36:28 PM »
Thanks for the quick response. We are introducing a few rules that add an element of strategy. Some we have playtested for years, we are about to playtest a couple of new additions.
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Shayne

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Re: House Rules
« Reply #3 on: January 19, 2007, 12:14:29 PM »
nonflying units who end their movement on the road get the +3 movement.

We don't play with glyphs anymore as they tend to radically unbalance the game.

No double bonus for being higher then 10 (we stop at +1 die) a few units like Savvaris, Snipers, Agents became far to powerful with the extra +1

...anymore?  I dont think so.  We really should have a typed up list in our little Heroscape Room.

Offline TheDruid

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Re: House Rules
« Reply #4 on: January 22, 2007, 07:57:01 PM »
Hey bixby, here are the rules from the thread we use to track custom house rules (from our private forum, let me know if you want accesss, its private because we post first names, addresses and such, mostly to organize games).

Thanks for posting the question, made me realize our list was getting a little out of date.

Official House Rules at our game table:

  • The "X" marker counts as the "fourth" turn in a round
  • Colored turn markers are used to keep track of initiative
  • The person with the highest initiative gets to draft first, then the rest proceed in initiative order, then doubling back from the last person (last person picks twice, then draft goes in reverse order back to the first pick, and back in initiative order agiain)
  • If a Hero does not take damage for a full round, then remove one wound marker
  • An Agent's range cannot ever exceed 7.
  • nonflying units who end their movement on the road get the +3 movement.
  • No double bonus for being higher then 10 (we stop at +1 die)
  • Taelord costs 80pts
  • You can draft the 2 gorrilinators cards for the price of one - and they still dont get picked :D
  • On scenareos that use castle walls, if we place a flag on the castle wall, you cannot use flying powers to reach this level unless a unit has physically "walked" there and tipped the flag. Once tipped, then all flying units in the game can fly to that point.
  • When rolling dice, the dice must land in the dice box to count, any die that falls out of the box must be re-rolled.
  • Glyphs are no longer used in our games.
  • Unique cards must be unique within the same team.

**UPDATE: i moved the official list to the public boards.
« Last Edit: January 22, 2007, 08:19:53 PM by TheDruid »
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Offline Bixby

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Re: House Rules
« Reply #5 on: January 22, 2007, 10:03:56 PM »
Thanks a bunch. Appreciate the info.
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