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#1469442

blinky465
17028xp
Cult of Games Member

I wasn’t expecting much. And maybe it’s because we’re both card players. But having your own deck, drawing for initiative, drawing for action points… each time you pull off a move because of a high card draw, you just know that at some point in the game “I’m going to pay for that, later”.

Knowing that a good result *has to* be evened out by a low card draw (since you get four of each number 1-13 and equal numbers of red and black cards, equal numbers of each suit etc.) we almost looked forward to losing an encounter or getting a bad result, because it tipped the deck back in your favour!

The only time this might be a drag is if you know you’ve had all your good cards, so have only low value dross left – or you’ve been watching your opponent draw badly early on, so you know you’re going to take a spanking in later turns as they have a pack of high value card remaining.

Hence the “give up initiative to shuffle” rule. It worked nicely. But maybe we need to refine it so it can only be done once or twice a game….

I cant recommend the book enough.

Rules are tight and simple, cover a wide range of periods and the examples really set the tone.

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