geek
We're trying to reach 3000 New Supporters by the end of 2008!
BoardGameGeek Supporter Drive
300 600 900 1200 1500 1800 2100 2400 2700 3000 3300
   
711 New Supporters - Support BGG Now!
Recently Viewed
Hot Games
Dominion
Agricola
Battlestar Galactica
Axis & Allies Anniversary Edition
Android
Lost Cities: The Board Game
Pandemic
Settlers of Catan, The
Sorry! Sliders
Race for the Galaxy
Le Havre
Puerto Rico
Colosseum
Wasabi!
Power Grid
Ghost Stories
Carcassonne
Arkham Horror
Through the Ages: A Story of Civilization
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Ticket to Ride
Twilight Struggle
Apples to Apples
War of the Ring
Titan
BattleLore
Stone Age
Tigris & Euphrates
Owner's Choice
Descent: Journeys in the Dark
Red November
Age of Conan: The Strategy Board Game
Last Night on Earth: The Zombie Game
Risk
Race for the Galaxy: The Gathering Storm
Scrabble
Caylus
Twilight Imperium 3rd Edition
Galaxy Trucker
Space Alert
Formula D
A Touch of Evil, The Supernatural Game
Munchkin Quest
Age of Empires III: The Age of Discovery
El Grande
Memoir '44
Mad Gab
Shadows over Camelot
StarCraft: The Board Game
Guess Who
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
2 Posts
New Thread | Printer Friendly | Subscribe | Bookmark
Your Tags: Login to Add Tags | View 
Popular Tags: [View All]
Brian Bankler
flag
Avatar
0607
I think the game needs more chaos. So, here are some completely untested rules changes.

1) After playing events and setting up movement, roll a d6. Everyone passes their initiative chits clockwise that # of players. [So nobody can plan on the knowledge that they go first on the first action].

2) Players may play events in a movement slot, instead of during the event phase. The even happens then! You don't get to redraw a card and don't get to move. Useful for springing an unexpected planetoid. Major events must be played normally.

3) At the end of Slots 2 & 4, everyone can fire their laser! Only against people straight ahead, of course. Roll a d6. If it's >= distance then you hit. 1 damage. [Helps trailing players ding the leaders.]

(For a bloodier game, make lasers fire at the end of more phases).
Brian Bankler
flag
Avatar
0607
Perhaps the lasers should just be automatic (if in a straight line). (Since it's only a point, it helps to deal with runaway leaders). And, I'd consider ditching the "roll to adjust initiative rule" if lasers was in play, since with lasers going last has some nice benefits.
 
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.