- Regardless of the actual effect of "those things that units have which allow them to do stuff that tends to break the rules or enhance their existing stats and simple actions"
, we need a simple term to describe them all. Power
works fine for me.
I've changed detrimental to permanent as it's more flexible.
I can't currently think of a rule that needs more than these two terms.Activations, and one-in-a-million combos
- I've put in a general 1 activation per unit per turn clause to stop the only abuse I think is even slightly doable. Recruiting sequence
- I've made some changes.French beta
- after some discussion we're going to put this up earlier than I previously mentioned (next few days). I'm not entirely sure this is a good idea because I think we may just introduce some confusion, but we shall see. Can't find out without trying
@Ken - I think the first sentence of the Mighty Throw definition makes it clear that damage will occur as usual.
@skies - I don't see your confusion over Sneak Attack.
"This unit gains +1 Offence as long as a friendly unit is in the same area."
The subject is "this unit", so "the same area" refers to the area with that unit in, not the area of a target that isn't even mentioned
@Biel - the order of choosing deployment/entry areas is determined by the scenario. In many cases that is fixed, based on the sides chosen.
@Pseudonyme - I agree that the result needs to be that each team drafts alternately. I just think that the simplest way to define that is to go around the table and require teams to sit alternately.
By the way, I do quite like your diagrams, though I am slightly concerned that poor old red seems so unhappy all the time.
@Rich C - Your suggestion is similar to what I had before, and which results in an additional level of nesting. Not wrong, just a different way ot presenting it. I'm not convinced it's any great deal less or more clear. What i do think will be easier is when we get this laid out nicely and I can do a turn flowchart
@Teowulff - we've used Ambush for a Power already
@bubblewrap - Control isn't a game term. I've changed the owner definition.
Tokens. Still work to be done on this topic. There are many permutations for token use and placement, and I may add a longer section on general token use. If so, this may be updated at that point.
Model/figure/miniature. I've tried to use only miniature for clarity. Added this.
The problem with the omphaloi tie break, is that it only breaks some ties, so we still have the same problem. Currently my suggestion of active player hasn't really been beaten. It isn't ideal, but does provide a simple and 100% effective resolution in a single step. The aim is to let people get on with the game, and so whatever we use needs to be simple, fast, and always give a clear answer. Remember, whatever system is used
, exactly the same number of players won't get their way!