View Full Version : Soulsteader Alternate Rules from Jenniverse.com
June 29th, 2006, 01:04 AM
Was looking at HS stuff online and came across some neat custom rules for Heroscape. Basically each player starts with a wellspring surrounded by a small block of land and a single hero or squad. The blocks of land are like territories and are not connected but can be expanded throughout the game. In addition new wellsprings, heroes, squads and glyphs may be added during the course of the game.
In order to win the game a player has to take over the wellspring(s) of every other player - basically kill and conquer. It looks like a lot of fun especially if you do not have the time to build a proper map. I imagine it could make for a fun alternate tournament format too (no pre-made maps required!). The rules can be found here:
Also I realize that these rules have been around for awhile now because the author thanks Malechi for his help with the PDF - and mentions our good old (and defunct) Heroscape.net. So I apologize if this is old news. I just thought the rules were really cool and had a lot of theme and style.
July 1st, 2006, 03:15 AM
Thank you for linking to this here, I'm sure she appreciates it. I have never had a chance to try it out but always like the idea.
July 1st, 2006, 03:09 PM
cool im guna go play a few rounds of this.
July 10th, 2006, 11:25 PM
I hope this is not a stupid question, but after you move a figure to another persons area. How or when can you move this army to go into battle if the markers are used for dice?
July 12th, 2006, 02:17 PM
This is an interesting idea, but it seems to have a lot of major flaws.
One is...there's not much explantion of how many troops you can activate in a turn, nor in which order you may do so. Is it simply "activate everybody every turn" or is it something else?
Another is...there's no indication of how many draft points worth of figure you may take if you choose to take figures. If you just get a figure, regardless of point value, why would anyone take anything other than Charos, Jotun, etc?
Another is the moving across the astral plane.....if the enemy can only access my terrain via the edge of my space, why would I leave any of those spaces vacant? It seems like in a matter of just a couple turns I'd have every one of those spaces filled, blocking him from entry.
This seems more like the beginnings of a concept than a fully-fleshed out ruleset.
June 8th, 2008, 06:27 PM
My personal fixes are as follows:
For your first wellspring, you have a 150 pt. limit. Whatever card you draft has to be under that, and whatever points you have left are gone.
From then on, every wellspring you build gives you 100 pts., which you can either spend from, or save. Those points add up, so if you build a wellspring and draft Tarn Vikings, you have 50 pts. still in the bank. That way you can save up if you want a bigger figure.
As far as blocking edges, I think it should go as such:
If a player wants to move a figure from "space" onto a board edge blocked by an opponents figure, make a regular attack (this represents shooting at the figure or attacking in melee). If the attack scores at least one wound, the enemy figure is forced back into an adjacent space of his choice. If not, your figure may not land this turn.
Or, the figure is auto pushed back, then an attack is made? Or maybe your figure lands on the next adjacent space? I'm going to be trying all these out, cuz I really like this idea.
April 30th, 2010, 02:54 PM
Well I like supa's idea. but Me and my daughters when we play this way count up the land we place if you were to get only a 1 you'd get a 1 hex land and one point that acculates. You can save X's and points and not buy all land so you can get bigger pieces.
We even included trees and such they give points as well currently to get them or bridges ect. yus use the X instead of putting out troops or a new water tile.
Base the points or other on size and for flare deepend on points we either mutliple objects by X5 for long games or X10.
so tree that 5 wold be 25 points or 50 etc.
for special terain that does damage or has special powers they cost double points.
To solve the edge problem its like being adjacent if you win you get the edge if you don't your still in no mans land.
I'll try and type up better rules that we use because with my kids you have to have set rules or they cheat and usually its the 2 of them against me :P
Jen's was definitally just a starting point I'll try to come up more info and post :)
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