ender516 wrote:I suppose we could set the starting positions to start with just two troops instead of the usual three.
That's another possibility. What about the new starting positions as per the bottom map?
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ender516 wrote:I suppose we could set the starting positions to start with just two troops instead of the usual three.

DiM wrote:i may be wrong but i think the term "killer neutrals" is not something clear for everybody.
i see people taking buggy stops and advancing everything there not knowing they're gonna lose those troops.
maybe replace "buggy stops are killer neutrals" with "buggy stops revert to 1 neutral each turn"

DiM wrote:you say you agree but on the map it's still "killer neutrals"

natty dread wrote:Actually, "the end of each turn" is wrong... killer neutrals reset at the beginning of the turn of the player that holds them.
I think it'd be best to just write "reset to 1 neutral" and nothing else.

koontz1973 wrote:Killer neutrals do not reset to 1 neutral at the start of each turn though. They reset if held.
Buggy stop junctions revert to 1 neutral if held {at the start or your turn}- would be a better way without any confusion.

danfrank wrote:Just reading the little bit you have going on about starting positions . ( i had no idea the map is historically correct , nice work C , thats pretty cool ) I agree that the game revolves around the accuser and accused pairs , i also feel that the map is not balanced , theres no reason to head into the township in a singles game . Gaining the witch and prison bonus would never happen in the current set up. I like the historical aspect and appreciate the research done to make this possible but...

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