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Turn order ...
Some games turn is one full side gose, then the other sides full force gose, easy to keep track of but first shooting or alpha strike army's can make this a kinda lopsided go of it ...
Some alternate unit activation witch keeps both sides active and reduces overwhelming fire but leads to several smaller units trying to bleed out the 'activations' of the other player before throwing out an end cap ... their big shooty unit going last one turn then first the next to effectively double tap ...
Some have randome activation (colored dice in draw bag) or dice for following activation with command roll ... both good options ...
Other popular turn structures ?
Turn mechanics ...
You know, player A rolls to hit, then rolls to wound then player B rolls to save wounds then maybe a moral check ...
I was thinking of cutting this down to
Player A rolls for hits ... player B saves vs wounds (putting wound modifiers and armor modifiers together in one roll) with a possible moral roll ...
Kinga of war also has a kiss system but player A rolls to hit, to wound, and against player Bs moral value on his turn with player B making all rolls on his turn ...
So I have been working on a semi randome (with some player influence) unit activation system with the player A rolling to hit with B save but now wondering if active player making all roll would be more or less intuitive ?
FreeZeBee is a duel boardgame for 2 players. Each player chooses a team of four athletes, endowed with unique skills and abilities. You can build a game on speed or agility, or to rely on the spirit of luck. For the first time in the history of sporting board games, Frisbee became the basis for the game. A real mix of fantasy and Frisbee!
By Darsc Zacal
The Kickstarter is live:
This one is for a skirmish game featuring their wonderfully fantastical minis many of which are available in either metal or resin.
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