Janx's House Rules & Rules ideas
Not all these rules are tested, but they are interesting.
- Transparent-Wall Terrain: A line of Pillars is a combination of Hindering and Blocking Terrain, it blocks
movement, and hinders attacks. The section of pillars or a wall with a window, must be a defined boundary area. In
general, the entire wall segment is considered transparent.
- Castle Walls: A castle wall is one which has a Low Wall on the front side, and an elevated walkspace on the backside. Figures on the wall have Height Advantage (+1 to attack and defense), and Low Wall cover for frontal attacks (+1 to defense).
- Enclosing Terrain: Any terrain layout that completely encloses an area must have an entry point, be it gap, gate, or bridge.
- Touching Terrain Pieces: some advanced terrain layouts require pieces (such as modular walls and rivers) to touch, violating the 2" placement rule. The other player receives bonus 10 Victory Points for each violation. Building a fortress or walling off the table provides the other player a VP advantage.
- Elevated and Blocking terrain are merely tall structures. Figures can not climb any structure that is higher than their movement
range. Figures can climb down heights, equal to their movement, or fall, and suffer 1 click of damage. Any terrain that is less
than 1 inch tall is considered flat for game purposes.
- All terrain types affects the pieces in two ways, Movement, and Line of Sight. The effect is measured by Blocking, Hindering
or no effect. Elevated Terrain (which has a type on top of it) also gives a Height Advantage bonus. This doesn't really alter
the original rules, just presents terrain as a system of attributes.
| Type | Movement | LOS
|
|---|
| open | none | none
|
| tall structures | Blocks | Blocks
|
| Woods/Swamp | Hinder | Hinder
|
| Shallow Water | Hinder | none
|
| Deep Water | Blocks | none
|
| Low Wall | Hinder | Hinder
|
| Window walls/Pillars | Blocks | Hinder
|
- Rather than use a time limit, each player is alloted a number of turns, thus preventing stalling, and giving each
player the same number of moves. Start with 100 moves, per hour you wish to allow the game, divide by the total number of
actions per round (2 players with 200 points = 4 actions). This will ensure full equity for the players, and should result
in games of reasonable length. The effect on game play should be negligible, as the players have always had knowledge of
how much time was left, the only difference, is now they are guaranteed that the other player won't cheat.
- Players must declare which Special Abilities are in effect before any dice are rolled. Those decisions may not be altered
based on the outcome of the dice. This is now an actual rule from WizKids.
- Players may transfer captives, by having the original captor, and the recieving captor be in B2B with the captive and spend 1 action
on a capture attempt for the transfer. If the roll fails, the prisoner breaks free. The former prisoner must still roll
break-away. If the capture-transfer is successful, the new captor has control of the captive. This can be used to allow
a strong figure to take a prisoner, and a weaker figure to assume control. Obviously, there is some risk in transferring
prisoners, but this should counter-balance the ability.
- Retreating is a valid military option. The figure (and captive) must move off the playing area, on the controlling players
side. These figures are removed from play, and any victory points are earned immediately. This rule should not be used in
a game where normal scoring rules are used. It is best used for scenarios with military objectives.
- Grabbing an item is just like a capture action, except that no dice are rolled. Stealing an item from another figure is done
with the actual capture roll against the possessing figure. If successful, the item is stolen. This is useful for scenarios
involving something to be obtained by either party, such as Mage Stone.