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Subject Topic: 3.0 rules a new start Post ReplyPost New Topic
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Eaglepreacher
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Posted: 26 October 2007 at 4:14pm | IP Logged Quote Eaglepreacher

This was for a different thread.   Earlier I mentioned my want-to-be 3.0 rules

deck stocking..much the same except no limit per class.. no 5 cards and 8 classes.  any or all combos

Deck stocking... for every 20 cards you get 1 slot.... to be used as entity or exception or prototype......

Terrain... planets and systems take damage but never die. Heavy weapons only destroy the production all of which can be rebuilt.

Movement phase.  planets may freely support a 1-3 strength ship wihtout command points as long as the ship stays in orbit.  But the planet must fully pay for the engagement cost.  Ships around a planet can only fire at opponent fleets.  Ships can move fro a planet to the fleet if command points are available.  Ships in the fleet may fire at opponent bases, ships and HQ.

Crew combat- define all cards that are combat capable. Combat capable crew arent kiled by other combat crew but take damage  equal to the opposing crew.  certain ability cards can make crew combat capable. battle suit assault rifle etc.

Minor races... can not be stronger than the strongest race ship.

exclusive/foreign tech cards...any deck any time... oh did I mention you got to pay 1 economy per turn for foreign tech and 2 for exclusive.

Removal from the game..(multi player)yeah right... but after 25 points you are resticted to 2 card plays by any means and vendetta against anyone whoever attacked your HQ.  In a Duel no brainer you lose, but in multi player you need to remember who to kill first. or not at all.

Oh yeah,  Turn 1... 3 card plays to your fleet  all players simultaneously.  I mean who would build a sector Hq without some support and protection.



Edited by Eaglepreacher on 26 October 2007 at 5:49pm
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Aramax
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Posted: 26 October 2007 at 4:28pm | IP Logged Quote Aramax

Why are you people hell bent on changing the rules?
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RobPro
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Posted: 26 October 2007 at 4:36pm | IP Logged Quote RobPro

I don't think changing the rules to make the game unnecessarily difficult/complex is a good idea.
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Eaglepreacher
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Posted: 26 October 2007 at 5:46pm | IP Logged Quote Eaglepreacher

hell bent, not at all.  So do you play by the rules as set by alpha, new empires, universe or tourney? Do you include all the rule modifications as stated in all Galactic fires and as included in the Allied forces insert?  If a cyber expansion would have been released would you have followed those rules or ignored them as 'hell bent' on changing them.  Or do you look at the rules as evolving and adapting to uncertain circumstances.  Some of what I suggest are just what i consider evolving the play.  A battleship can destroy a battleship or a PT boat, but I dont see either destroying utterly the land on which it bombards, hence the rule for terrain destruction.  Some players would prefer to play the game until a winner emerges, while others like to sit to the side for 2 hours until one of the others win.  Movement while mentioned on many cards in my limited experience who cared and when did it matter. crew combat was always sketchy. 

I find Galactic empires ,as is, a fascinating and enjoyable game.  But for me and those I have played with, we had some questions.

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Aramax
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Posted: 26 October 2007 at 6:07pm | IP Logged Quote Aramax

 

1 deck stocking, Just s10 ships terrain and luck man what a deckin

2 crew combat-your gonna keep trck of damage on crew to do drs and nurses fix them OMG

Minor races you might as well say No Vektrean or allied forces races can be stocked as major



Edited by Aramax on 26 October 2007 at 7:01pm
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werewolflht65
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Posted: 27 October 2007 at 1:30am | IP Logged Quote werewolflht65

See my post on a different thread for the upheaval Verc and I are playtesting...

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