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After trying out Thokt's alternative mission rules, i had an interesting idea to make very random objectives and victory conditions using playing cards. The basic gist is the table will have 10 numbers token makers and one center relic placed by the players, then instead of rolling for the mission type, you shuffle and each player will draw a card. The suit and face/number will determine your victory condition with an example below. thought his is the part that needs some refining EDIT: Refining time: If you decide 40k Hold'em, You will need a 52 card playing card deck with all face cards removed leaving aces in and 10 tokens numbered 1-10. Start by placing terrain, then roll for table halves and place fortifications. Each player will alternate placing objectives 6" from a board edge, and 12" from one another and the relic. Deploy as per book including scout and infiltrate. roll for night fighting and seize. But before the beginning of the first turn each player draws 1 card at random from the deck. Keep these a secret as you don't what to let your opponent know your goal There mission is determined by the number and suit of the card as follows The numbers on the card corresponds to the numbered objectives. Diamonds - Capture: As per current book, hold the designated objective Clubs - Defend: Prevent an enemy scoring unit from being within 3" of this objective Hearts - Collect: At the end of the game this objective must be wholly within your Deployment zone.* Spades - Destroy: A scoring unit must spend 1 full game turn in base contact with this objective to destroy it. If the unit was to go to ground/pinned over watch or become locked in combat, the destruction sequence must be restarted. * All objectives are to be treated as relics, a scoring unit may pick it up as per the rule book. Any Aces - Kill points: Your objective is to have more kill points than your opponent (so both players should keep tally) The card objectives are worth 3 points at the end of the game Secondary include: KtW, FB, LB Special rules include: Night fighting at the minimum. however for the lulz you can add in Mysterious terrain and objectives. Designer note: I realize that its possible for you to start the game with hearts and a much easier spades mission if you luck out with that objective in your DZ, but it is also just as possible for your opponent to do the same. Should i make it easier or harder to destroy objectives? its really the only unique win condition out of the lot. CC always welcome.
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