Gog the Viking
June 8th, 2011, 06:04 PM
I recently began playing a new variation that I like to call Resources for Mercenaries. Basically, each player begins with an army of 50 points, and recruits units in game.
To begin, build any map. Usually maps with spread out starting zones work the best, along with lots of line of sight blockers. The map I most recently used was Guardian (by Dignan). Then, place glyphs symbol side up all over the map (I used about 14) in a symmetrical pattern so each player has the same opportunity to claim points.
Draft 50 points of units per player. Set up order markers as usual. Players may want to take a moment to locate units that they plan on bringing in later.
Begin playing as usual. At the end of the round, each player collects 10 points for every glyph that one of their figures occupies. Players then draft new figures with their points and place them in their starting zones. The player who collects the most points drafts first. If there is a tie, roll the 20-sided die. If a player does not wish to use all of his points, a record of all excess points should be kept (extra points stack).
Play continues until all of one player's units are destroyed. Common figures can be drafted over and over again (if the collection has 1 squad of orcs, when the squad is destroyed it can be drafted again); however unique figures can only be drafted by a player once per game. Partial squads cannot be drafted. Glyphs are never flipped over to activate their effects.
These games usually start slowly, then enter a "cold war" mindset as each player struggles to gain the most glyphs. They tend to end suddenly after one player gains a huge advantage and is able to draft anything they want.
To begin, build any map. Usually maps with spread out starting zones work the best, along with lots of line of sight blockers. The map I most recently used was Guardian (by Dignan). Then, place glyphs symbol side up all over the map (I used about 14) in a symmetrical pattern so each player has the same opportunity to claim points.
Draft 50 points of units per player. Set up order markers as usual. Players may want to take a moment to locate units that they plan on bringing in later.
Begin playing as usual. At the end of the round, each player collects 10 points for every glyph that one of their figures occupies. Players then draft new figures with their points and place them in their starting zones. The player who collects the most points drafts first. If there is a tie, roll the 20-sided die. If a player does not wish to use all of his points, a record of all excess points should be kept (extra points stack).
Play continues until all of one player's units are destroyed. Common figures can be drafted over and over again (if the collection has 1 squad of orcs, when the squad is destroyed it can be drafted again); however unique figures can only be drafted by a player once per game. Partial squads cannot be drafted. Glyphs are never flipped over to activate their effects.
These games usually start slowly, then enter a "cold war" mindset as each player struggles to gain the most glyphs. They tend to end suddenly after one player gains a huge advantage and is able to draft anything they want.