Moderator: Cartographers
koontz1973 wrote:Hold 5 blue wizards for a bonus of +4.
Wizards 1,2,3,4 are together, but wizard 5 is lost in the woods and surrounded by the red wizards. So W5 region does not touch any of the other blue wizards.
Let your imagination run wild.
MoB Deadly wrote:koontz1973 wrote:Hold 5 blue wizards for a bonus of +4.
Wizards 1,2,3,4 are together, but wizard 5 is lost in the woods and surrounded by the red wizards. So W5 region does not touch any of the other blue wizards.
Let your imagination run wild.
dolomite13 wrote:I know this map has been in play for quite a while now but I have been considering how much I really hate how lightening bolt and the spells work in general. I have been studying game design and theory quite a bit for the past few years and was thinking it may be time to to a slight revamp to this map. At least to the two spells.
Basically the dead end that lightening bolt is, is simply not fun... when your down to just that territory it becomes a grind to have to take your turn. I would rather get rid of that dead end and change it to killer. And I would like to add the ability to assault back to the powerstone that the spells are attached to so that you can reinforce out back to the powerstone, which helps a bit with mind blast but mainly helps with that dead end on lightening bolt.
They are currently
- "Mind Blast" can assault any runebound monster. Killer 3.
- "Lightning Bolt" can bombard any powerstone or shield.
I was thinking they may be better utilized like this.
- "Mind Blast" can assault any runebound monster and its powerstone.
- "Lightning Bolt" can bombard any powerstone or shield and assault its powerstone.
- Both spells are Killer 3 and reset to 3 every turn when held.
Any thoughts from the foundry folks about this possible change to gameplay?
I would also like to take a clean up pass on the graphics as I have learned a lot about photoshop since doing this map.
=D13=
EricPhail wrote:How about just adding a losing condition - you must hold a territory on the main map or you are defeated?
It solves your useless turns problem without making any major changes to a know and played map
Dukasaur wrote:I actually like how the spells work now.
I would definitely not like them both to reset to neutral. Keeping a lightning bolt as an oracle in a foggy game is one of my favourite strategies.
A graphics revamp for it is a nice idea, but please don't change the game play. It's brilliant just the way it is!
dolomite13 wrote:EricPhail wrote:How about just adding a losing condition - you must hold a territory on the main map or you are defeated?
It solves your useless turns problem without making any major changes to a know and played map
Oooo that might be the way to go...Dukasaur wrote:I actually like how the spells work now.
I would definitely not like them both to reset to neutral. Keeping a lightning bolt as an oracle in a foggy game is one of my favourite strategies.
A graphics revamp for it is a nice idea, but please don't change the game play. It's brilliant just the way it is!
My main concern was getting stuck on the lightening bolt and having to play your turns out ... Eric's comment above would solve the problem as I see it and not change the overall strategy at all.
I would love to add "must hold a monster or wizard or you are eliminated" to the game and clean up the graphics a bit if it's OK with the foundry forman.
=D13=
codierose wrote:just one question is the map broke
riskllama wrote:terrible map. you should stop playing it immediately.
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