The new module is now available, please ask or check out the website to be able to download this file. The storyline follows the Untold War of the War of the Ring, the battle for Mirkwood with the Silvan and Sindar taking on the might of the Dragon Lord, the battle for the Misties and Bain’s and the Northmen’s valiant efforts in the North. In addition we’ve replicated the battle for the Gap of Rohan between the White Wizard and Rohan.
Limited turn game of 13 turns with upgraded characters all in a restricted map.
Check this out, it’s an interesting game, with lots of action straight off the block and using the concept of War Points (Victory points and Team objectives combined) to get a winning side. The 3rd game of it gets started today so it’s cute (see my posts for the FTF feedback, and from the players who’ve played it, and playtest for a “feel” on how it runs).
Check out the module, it’s explained in there I think. If that’s not enough what details are you interested in? The person concerned was pointed in our direction asking that we created a game that tested out his hypothesis. This is that, we also created it with a mind to playing normally (hence the slightly different rules and set-ups for each format).
We felt that rather than charging differently for the Drag/Nold that we’d “dumb” them down but keep the characters in the game…
Here is the rumor that was wafted to me. A univeristy in Florida asked Stassun and Feilds to develop a game that allowed for the quantification of the psychological aspects of cooperation. Harley then modified it to suit themselves. Perhaps reducing/eliminating some of the Freewill aspects to the psychological study?
No idea, that was a long time ago before we were around. We’re not aware of it anywya. UW is something we’ve created from scratch (well from the 2950 game modified a lot).
I’ve checked your webside and only found a rule-book for this scenario.
Very common stuff not telling very much about the promised char-boost and pop-centres.
On looking through the rulebook one thing puzzled me. The Northmen has an SNA for naming emissaries at 40 yet the order to name them isn’t available in the scenario. Same with the nation that can create cheap ships yet the order to create ships is not in the scenario.
My understanding on these questions is as follows:
there are 2 versions of the game: a beginner’s version and a veteran’s version. The veteran’s version allows all MEPBM orders to be given the entire game, excepting naval orders. the beginner’s version introduces some orders later in the turn sequence than turn1 (movement spells for example).
As to naval orders, they make no sense at all. Look at the map.
The rulebook that you download for this is really set up for the beginner’s game. What’s needed for the veteran’s game is a “differences” list from standard 2950 (or 1650). That would make it easier for a person already familiar with MEPBM to understand the few changes (other than startups) to the rule set.
That’s in the module, you are not allowed the navy orders (or ship making, ports etc) but you’d never want to anyway (there’s 3 Major Rivers hexes in total). Otherwise ALL orders for 2950 are allowed.
The characters with their stats are in the rulebook. As are PCs, armies etc. Look towards the end.
Dave is correct, the book is intended for new players to the game, but should be instructive for everyone.
Beginners game: No, I’ve not found that… All nations can’t name characters to start with for example. It’s a very specific format of game for new players. I find that if you swamp new players with information that they get disheartened, if you feed it in the Bofa format that works very well. Check out mentoring Bofa if you want to see that in action.
Anyone fancy playing a full 5 nation side against me? Go on, don’t be shy!
It looks to be a great variant and should be a fantastic battle
:stab: :fork: :slap: :hug: