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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Mon Nov 10, 2014 1:43 am 
Motor Mouth
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TalonBay wrote:
I'm not a fan of the minefield one just because of the book keeping, if there was a way to change it to remove the faff then it would be fine.


Drazgon wrote:
easy way, d20 roll on the end of each movement phase on a roll of 1 there is a mine that explodes.. job done :P


the d20 method is just a lazy event. There is no association to it being landmines, it might as well be a bolt from the sky.

Talon Bay is right, this is the only event with a large overhead, I cant think of a way to tidy it up.

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Mon Nov 10, 2014 1:43 am 
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That's interesting, in none of my games have we done it that way and it's much better if we had. I think everyone has just missed that one.

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Mon Nov 10, 2014 8:52 pm 
Motor Mouth
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Harroguk wrote:
mattwhile wrote:
Charity Match - Each coach may take up to 2 x star players for free - adds to TV as usual. Winnings from the match are halved as a portion of the gate is donated to charity.

From reading this wording, do people work out inducements after deciding which star players are playing? I know I've never done it that way. Don't know if the wording changed after I first played it? If the Star Players added to TV, then taking Morg and allowing your opponent Puggy and a Chef (for example) might make people think twice?


This is what was intended, in order to stop it being a default decision to take Morg. I think there is also a line about not being able to use you inducements to hire star players in this event too.

For clarity the TV will now be worked out after hiring stars. The inducements cannot be used to hire additional stars. Please take note for when this round event comes up again.

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Tue Nov 18, 2014 6:01 pm 
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RE: Minefields

Yeah, lot of record-keeping and attention to which squares you move over does drag the time on. The historic form was to use a bunch of square-sized tokens (1 mine out of 3 tokens) with the extra tokens being blanks/duds. The first time a player moved onto a tokened square you flipped it over and resolved what it actually was.

Another version was using pit-traps in a similar manner, and once revealed, the pit-trap remained on the pitch in case of a future opportunistic shoveback :D

Spiked pit-traps were another variant which were more likely to injure a player falling into them.

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Sun Nov 23, 2014 9:07 pm 
Motor Mouth
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Do people want this round event added to the rotation or left as a special one-off?

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Sun Nov 23, 2014 9:11 pm 
Motor Mouth
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Pits or mines ?

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Sun Nov 23, 2014 9:12 pm 
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Rabid Ronnie.

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Sun Nov 23, 2014 9:17 pm 
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Happy to see it added, you don't need to use it, if you do there's a good chance it does nothing but also a chance it costs you money. Good to see Rabid immortalised too :)

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 Post subject: Re: Season 12 - Round Nine (Starts 3/11/14)
PostPosted: Mon Nov 24, 2014 12:06 am 
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TalonBay wrote:
Happy to see it added, you don't need to use it, if you do there's a good chance it does nothing but also a chance it costs you money. Good to see Rabid immortalised too :)



Seconded

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