It's a lot easier to get a feel about the game now I can see the tiles. Maybe i'll print them out and trying giving the game a whirl :)
Game #45: Castlegard by sedjtroll
Off the top of my head, I'd say too many mountains. This is just a gut feeling and I'd have to play it to comment more appropriately. Also, surrounding the castle with mountains seems to force the lay of the terrain too much. Noone will ever build behind a castle because it's too far away.
Let me know what you think...
I think the changes are great. Have you made a prototype for it? I would be interested in seeing how the tiles work together.
One question on the Mercenary, how is it removed from the board? I didn't see it in the rules.
I have only (so far) read some of the posts, so excuse any repeat suggestions.
First, Unit variation:
You could have unit variations by adding a Pikeman. There would also be an order of attack. Pikemen would attack first, then knights, then Archers.
Edit: The knight moves 2 tiles or 3 tiles on a road.
This would create a scisor/paper/rock situation between the unit types. Pikemen would beat Knights, as the Pikemen would attack first and kill some of the Knights. Knights would beat Archers, as the Knights would be able to close with the archers and kill them before they could attack. And the Archers could beat the the Pikemen as they move at the same speed as the pikemen but can attack from an adjacent tile.
This would allow the player to use their units in creative ways. They could block the advance of some Knights with their Pikemen while using Archers to inflict more damage on the Knights.
Edit: oops forgot to mention that the knight moves 2 tile or 3 on roads
Did anyone else check out the pics I put up? Any coments on the tiles or anything?
- Seth