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Playing around with alternating activations

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Estarriol
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« on: January 14, 2012, 05:43:51 am »

ever since I played Void way back in the day I've liked the idea for alternative activation games, and I can't tell you how much I cursed KoW for not going for it and breaking the IGOUGO mould.

I'm just worried about two things. Table clutter with the extra markers, and adding time to the game. In your playtest did things take much longer?

Also, some thoughts.
1) army initiative. A straight dice off is a bit mean when shambling undead have just as much chance to hold initiative as dashing and valiant elveses. Perhaps it should be D6+x (x = army initiative value, for example Elvseses 3, Humans 2, Undead 1?)
2) Just wondered why you went for upto three units a turn rather than just one per turn? IMO until you get into combat there's not much point activating more than one unit as it makes it much easier for you to counter your enemy's manouvers if you can move all your troops last.
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