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Reply: Rex: Final Days of an Empire:: Variants:: Re: Under Development: Custom made faction expansion "Opportunists"

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by HrolftheGanger

I finally got a chance to play the Yssaril in a 4 player game with Sol, Hacan and Letnev as opponents. They worked pretty much as intended, with people having a hard time predicting what I was going to do, but on the flip side having very low map presence. However, remembering which token I had put where and when they could be revealed was really hard for me. I think that our game group in general have worse memory than average, so we have already discussed ignoring the "no notes" rules. Especially when Jol-Nar and Yssaril are in play, I think we will do so in the future.

One thing I think of changing is making the Subterfuge Squads just a tad better, but are collected to the casualties area rather than the reserves after they are used. As it was now, I could use them every other round, so especially the influence-collecting squads were constantly in play. It felt like I needed less planning and timing than I had envisioned. Slowing the return of the tokens to the reserve by having to pay to get most of them back might be better.

Since it was the first time any one of us had tried them, I tried to aim for the Special Victory Condition. I also cleared out a Stronghold with a Dirty Blast once befre that, just to mess with my opponents plans. However, I did not place enough troops on the board to help prevent a Letnev Victory in round 5. I got too much sucked into the fun of the secrecy element and generating chaos, which my opponents said I did well. But, in the end, more traditional units was needed to hold of opponents a few more rounds.

I would really like to test them again soon 🙂

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