Question Clint (can more then two nations in a variant have the no
limit on characters (can go up to 21 at turn 1 if need be) advantage
the two kindoms have in 4th age???
For everyone else...
New Game Variant Questions.
First a quick background.
I am currently in three games. 2 1650 games and a BOFA game with some
new friends.
In one of the 1650 games, we've had wonderful communication. In the
other, while we have a number of great players, our communication is
not particularly bad or good and we've had some people
do "interesting things" like retiring their Nazgul.
However, in the BOFA game, the communication has been outstanding. It
is simply a tremendously fun game, and it takes a ton less time to
coordinate.
The key difference is the number of players. In small games (2-5
players on a side), your team does not have nearly the chance to have
poor communication, and the time it takes is much, MUCH less.
So in a sense, it is between a normal game (tons of emails and time)
and gunboat (no emails and time).
So I got to thinking about what I personally would most like in a
game. It would be a small group on each side, where neutrals are
around, but are not overwhelming. Where , like in BOFA, tension
exists each turn, but it is on a much more mature scale.
Since a number of my other friends seem to feel the same way, I
wanted to get a general consensus from the boards about interest in
the following variant. Also as a variant, having only 10 players
required make for a easier to fill game. As a game designer for a D-
20 company/board game group, I might have the required skills to set
this up well
2nd Age: The Last Alliance of Men and Elves. (Yes I know there has
been another version for this, but it was a full 25 players).
Rules
Each of the 4 primary nations on each major side has no limit on
their max characters from the opening turn (just like the kingdoms in
4th age). [Clint could we do this easily, without hitting the source
code).
Each of the 2 Neutral nations have the standard progression of # of
characters. They are not the main players, but in time can become an
asset to their side. They however, can choose to remain neutral (like
in 4th age).
No one ring victory. Game ends at turn 30. (Points to sides based on
other nations eliminated, etc). Either Sauron gains enough power from
the ring to overcome the free, or the free overcome Sauron and take
the ring
By having a 30 turn game, the tension stays high ,and
players should (hopefully) be less likely to quit, because they could
still win/place if they "just hold on". I see it happening in
bofa. "Lets see if we can hold to turn 10!" Is a common saying.
I'm not going to spend much effort on it until Clint says it is
possible and I get 10 total interest players, but here is a quick
break-down.
The nations are very strong. This is a time of legend. The characters
are strong, as are the pop centers (for the most part). Think 1650 if
you started the game around turn 25.
Good
Noldo (With Giligad and most of the current Noldo minus Elrond's sons
who were not around.
Sinda (With Cereborn and Galadriel, and their daughter Celebrían who
were around a lot at this time)
Arnor (With Elendil, and Isildur (who had just fled north when Sauron
had taken Minis Tirith as his own (the starting point of the game).
Gondor (With Anárion holding Oz and still as the L around mordor)
Evil (Working titles)
The Dark Lord (Sauron & His Servants)
The Northern Nazgul (The first 4 Nazgul and their northern fallen
kingdoms)
The Haradran (The Fallen who live south of Mordor, including the QA,
who seduced them (In my thinking anyway)).
The Fallen (The Other Nazgul, mostly around Rhovianin and Mordor)
The Neutrals
Dwarves
Mountain Men (Will they come to the aid of Gondor???)
Any ideas or suggestions are great, but basically, I am looking for
if there is any interest in a high powered, low number of allies with
less potent neutrals (at the beginning) game.