9 hours ago, Darth Lupine said:I think any house rules are an abomination and only lead to confusion when , or if, players end up going to a different location, like a tourney, and are then confronted by the actual rules.
Oh dear, looks like I'll have to do the boring, half page, off topic post after all
.
One of the great things about table top games is how easy it is to modify them to suit your own personal taste. Most members of our group have been gaming for many years, and have definite preferences when it comes to game mechanics, especially the Cantankerous Old Git section
. There's only a couple of guys interested in tournaments, and of course there they use the standard tournament rules.
The problems we have with the standard game are these:
1) The same person goes first every turn. Alternating Activation games have been around a long time, and our 3 preferred mechanics are an initiative based system like X-Wing and the new Runewars game, take turns to go first, or the bidding system we use for Armada. If you use any of these systems you don't need the asymmetric missions that come with the standard game - much more fun to make our own.
2) With an AA game we much prefer to allow a player to pass if his opponent has more activations remaining. This avoids the contrived "gamey" situations that occur in the standard game where the more numerous fleet has complete freedom with his last few units. If he also knows he's going first next turn it's even worse.
3) Not impressed with the standard collision rules. We don't allow deliberate ramming, if an overlap is unavoidable the incoming ship is forced to reduce speed, and/or randomly pivot 45 degrees. It also risks taking engine/steering type damage.
Games are like music, art, cars, and women - we all have our own personal tastes. Game designers are only human, and there's no such thing as the perfect game, they evolve with time.
Edited by marlowc