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After watching and playing a few maelstrom missions- I've found some fun elements, and also some frustrating ones. Many games have a player gain 4 or 5 VP in a turn, and other players being flooded with cards they cant even use! Last Sunday I came up with an alternative system- and played it with Commander shadowsight- and it was AWESOME! Balanced, fun, and dynamic- i think this has a real chance at being a good method for competitive play.
Planned Operation Missions
Setup- Players place 6 numbered objectives (just like in maelstrom)
BEFORE DEPLOYMENT- Each player secretly SELECTS 5 different maelstrom cards, and orders them from turn 1-5.
AT THE START OF EACH PLAYER TURN- the active player reveals their maelstrom card corresponding to the turn, and has THAT TURN to complete it. After that turn, the card is discarded (whether any points from it are gained or not).
AT THE END OF THE GAME- Each objective point is worth 1VP
VARIATIONS
1. players reveal all their cards at the beginning of the first turn- knowing your opponents objectives lets you counter them!
2. Incomplete objectives are not discarded- and may be completed later
3. After your turn, your opponent may attempt to achieve your objective- if they do- they gain the same VP.
4. Each player selects 3 objectives, they are shuffled- and then 1 is revealed per GAME turn- both players can try to achieve that objective
Thoughts, ideas, feedback?
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