Beitragvon DOtt » 12. Januar 2006, 17:46
Hallo Thomas und alle anderen,
ich habe mir die Varianten aus den zahlreichen Diskussionen auf Boardgamegeek.com zusammengesucht. Besonders die Idee mit der Anzahl der "Frags" gleicht das Spiel aus.
Hier sind sie:
1. "Range 1 or more"
When totalling the range for a weapon's attack, the total cannot be lower than 1.
A miss-result (the X on the dice) still counts as a miss, offcourse.
This effectively negates the shotgun's MAJOR drawback without overpowering it and makes
all weapon's adjacent shooting "real".
NOTE: Using a melee attack makes more sense when attacking an adjacent invader, but the shotgun can be an interesting (ammo-consuming) alternative to the chainsaw.
2. "Marine activation"
When playing with two or three marines:
after the Invader's turn the Marines determine the order in which they "activate".
This clearly negates the effect of the player's seating order and adds a simple but effective cooperative element.
3. "Fully loaded"
When a weapon is picked up the marine also gets 1 corresponding ammo token.
When the marine allready has that weapon, he/she only gets 1 corresponding ammo token.
Ammo shortage still remains to be a real problem but is slightly less dramatic.
This rule is also 1-on-1 with it's videogame counterpart.
4. "Seen one, seen'em all"
Two or three marine player games' rules remain the same except that the marines have the same initial amount of tokens and cards as in a one marine player game.
Originally more marines meant that the invader had to deal less damage in order to get 6 frags. This way, that is negated.
Allthough the "white" invaders do not double or triple in amount, therefor the invader-player is still allowed to draw an amount of cards equal to the number of marines.
Having 3 Marine Cards, always, simply ensures the marines have enough means of survival (imo).
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Diese vielleicht eher nicht!
5. "Equal punishment"
For the invaders to win: every marine has to be fragged atleast "X" times, where "X" is the scenario's base victory condition divided (round down) by the number of marines.
When the invader decks runs out of cards, apply the frag to the marine of the invader's choice.
Applying this rule to a two player game makes no difference, the marine has to be fragged 6 times.
Applying this rule to a three player game ensures that both marines have to be fragged 3 times.
Applying this rule to a four player game ensures that all marines have to be fragged 2 times.
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Variant 5 könnte ersetzt werden durch:
Actually, someone made a suggestion which pretty much followed this concept, and which I believe to be the only necessary fix to the game. The way it worked, you needed a "frag" token for each marine. The invader had to score (6 * number of marines) frag points. When he kills a marine, he either gives them a frag token and scores (number of marines) frag points, or if they already have a frag token, he scores one point. When all marines have a frag token, they are returned to the supply.
So, in a 3-marine game, the invader needs to score 18 frag points.
-Invader kills red marine for 3 frag points, giving red a frag token.
-Invader kills blue marine for 3 frag points, giving blue a frag token.
-Invader kills red again for 1 frag point, since red already has a frag token.
-Invader kills red again for 1 frag point.
-Invader kills red again for 1 frag point.
-Invader kills blue again for 1 frag point.
So, after 6 kills, the invader still needs 8 more frag points, which could be as many as 8 more kills, or as few as 3.
Viele Grüße und viel Spass
Daniel