Doom Track and/Travel Hazards...opinions needed!

By yosemite, in Runebound

Hi, All! I'm teaching Runebound 2nd Ed. at out game club tomorrow. I have NOT used the Doom Track or Travel Hazard variants in the past. First question...do YOU use them and, of so, do you recommend them? Second question...should I plan to use either or both of them tomorrow?

My concern is what these variants do to game length. Time will be a bit limited tomorrow so, if these variants make the game LONGER, I would not want to try them tomorrow!

Your thoughts would be appreciated. THANKS!

Ooooops! That's "if so", not "of so" in my post. Sorry. sonrojado.gif

No to the Doom Track, yes to the Travel Hazards. I wouldn't use either one for first-time players, though. There is enough to learn as it is, what with theunique dice to explain and all the shiny stuff.

Thanks, Torbal! Do the Travel Hazards tend to make the game longer? It tends to run long ENOUGH normally...

Thanks for your help!

I would say yes with the Doom Track, no on the random encounters (travel hazards). The Doom Track forces an endgame after so many turns ready or not. Travel hazards will just ensure more combats and thereby lengthen the game.