House Rules

By mateooo, in Runewars

Anyone thought of any good houserules to deal with Neutrals, diplomacy, and neutral retreats?

I enjoy the game a lot, but find the dragons and giants retreating so easily with one neutral diplomacy card or one early initiative rout to be unsatisfying. I also think that it should be harder to use diplomacy with 1 vs 8 neutrals. Ive been kicking some ideas around, but would like to here others.

I also notice that games seem to end too quickly with little combat between players. I havent played the epic version yet, which seems like it will solve this problem, but wondering if other people feel the same.

Also, is the heros league overpowered? I won two games in a row with it. We've been looking at ways to nerf it a bit too. Discuss...

Personally, I don't view the game as an attack-oriented game, and that's why I love it. I agree in your statements with the Heroes League Card, but that's also why I love it. Let me explain. I feel as if the heroes have a primary role in this game, as if they can quickly reap rewards than the aforementioned card comes into play. That's why, in my games, there is often a rush for heroes. In fact, our players usually create a "hero-killer" hero, whose sole role is to "lay the smack-down" on opposing heroes. That prevents them from accumulating too many rewards. It's also why Bogran is a favourite in our group.

Armies are more for defending your runes. There comes a part in late game where a final, brazen attack may be launched, but for the most part, armies tend to be static around the board. It leads for an interesting 'Empire-building' feel and allows for diplomacy and negotiations across the table, especially when the final nation boundaries are being established. Of course, I try not to let my opponents get that well-developed, and usually go for a cut-throat tactic of attempting to colonize their nearby resources!

That being said, the attempt to reach across the board means I bump into quite a few neutrals along the way. I have to say that dealing with neutrals usually results in a 'round up" tactic where neutrals are herded into a certain hex, surrounded, and retreated to death. However, in my case, I often leave neutrals defending my territory, as they act as a barrier to an invasion. I clear one certain passage then set up my camp there. I think some people may be little too obsessed with defeating all the neutrals! They can act as effective barriers!

When thinking about the "1 man" diplomacy that many people have complained about - think of it this way. You send a small contingent of men as a diplomatic action. You draw a "neutral" result. Interpret that as the dragon/giant agreeing to leave your lands. The 'routing' could just be an abstraction of his travels. What do you think?

If you don't like that, consider making it a house rule that diplomatic action can only be pursued if you have the number of men equal to the monster's health.