I don't care if anyone thinks that hex units are perfect the way they are. Just wondering if anyone had any suggestions for optional rules regarding making dragons and giants a little scarier.
If you think hex units are too weak, and are too easily routed/retreated, what would be a good variant to address this.
mateooo said:
I don't care if anyone thinks that hex units are perfect the way they are. Just wondering if anyone had any suggestions for optional rules regarding making dragons and giants a little scarier.
You draw 25 cards instead of 1 and the best 5. That should teach others not to mess with those hex pieces.
How to stop giants/dragons loosing to itsy bitsy humans (or elves or whatever)
1) Giants are too dumb to count above "one". so opponents can never outnumber them. 36 attacking units would still count as "one" when attacking a giant.
2) Dragons can count above one, but non-dragon units count as zero (that includes giants) And dragons are immune to routs.
That should be realistic
How to fix the game balence with that rule I don't know...
here's a proposed fix:
neutral hex units (dragons and giant not owned by players) will only rout if they have somewhere to retreat too, if a giant or dragon has nowhere to retreat it is fearless.
this way no big balancing issues and no "my 2 footmen chase away the dragon and it has nowhere to retreat to so it dies."