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		<title><![CDATA[Latest posts for the thread "Malestrom mission house variant. Have you use something similar?"]]></title>
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				<title>Malestrom mission house variant. Have you use something similar?</title>
				<description><![CDATA[ This is a variant of the malestrom missions that I think we are going to go for for a house rule. I'm wondering if anyone has experience of using anything similar.<br /> <br /> Both players get 5 random cards before the game. They can discard any impossible ones. Once you have your five you never get more.<br /> <br /> Both players can see each others cards.<br /> <br /> First blood, slay the warlord are active. If you table your opponent he loses all his victory points.<br /> <br /> The game is 5 turns long but may roll to be longer.<br /> <br /> Turn 1 you have 5 mission cards if you complete one you hand it in. If you do not complete one you still have to discard one. You can chose which you discard. But either way you can have no more than 4 cards begining turn 2. No more than 3 cards at turm 3 .. And so on down to turn 5 when you each have no more than 1 card left.<br /> <br /> You either complete you missions or lose them]]></description>
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				<pubDate><![CDATA[Tue, 23 Jun 2015 22:52:53]]> GMT</pubDate>
				<author><![CDATA[ ConanMan]]></author>
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				<title>Malestrom mission house variant. Have you use something similar?</title>
				<description><![CDATA[ I liked it all until the mandatory discarding after each turn.<br /> <br /> I think I'd prefer 5 cards at the start, discard and redraw for any that are impossible to achieve, and you play with those 5. If you complete an objective, you turn it in and acquire the points. At the end of the game, any objectives you didn't complete are lost and you get no points for them.<br /> <br /> Forcing people to lose their cards doesn't feel like it achieves anything other than screwing over a player already on the losing side. If they had a rough turn and just couldn't roll good...they lose their chance to make up for it later on (possibly).<br /> <br /> If you want to play 'hardcore' mode, then every card you don't complete by the end of turn 5, you lose 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for each failed mission. &gt;:p]]></description>
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				<pubDate><![CDATA[Tue, 23 Jun 2015 23:09:00]]> GMT</pubDate>
				<author><![CDATA[ Melevolence]]></author>
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				<title>Malestrom mission house variant. Have you use something similar?</title>
				<description><![CDATA[ Yeah ok.. that is better ... you get punished for the <span class="glossaryitem" onmouseover='gp(140);'>vp</span>'s you didn't complete... it's not nasty that .. it's something for ur opponent to play towards... I guess what I want to do is have it so that if ur losing you have to work harder and harder and take more risks but that ur not out of the reckoning.. remember that you know the other guys missions .. the only issue is that you may have 5 missions 3 of them D3 rewards wheras the other guy has 5 mission no D3 rewards.. I might have it 10 cards dealt and the D3 seperated out and shuffled and redealt if you get me]]></description>
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				<pubDate><![CDATA[Wed, 24 Jun 2015 08:21:41]]> GMT</pubDate>
				<author><![CDATA[ ConanMan]]></author>
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