View Full Version : So, I started using the artifacts as portals in some games..
MBSowards
May 25th, 2006, 01:01 AM
I decided I thought it'd be cool if you could teleport from one to the other once they had both been uncovered. It's worked pretty good so far. If you don't pay attention, someone can get lucky and have their entire force on top of you because of the portals.
I just thought I'd share this with someone and maybe let someone else mix things up a little.
Agent Minivann
May 25th, 2006, 06:06 AM
There's an old 1 MS map from the HQ maps that is called stargate created by guyy(?) that does this. I'm not sure I liked the mechanics of that implementation, however. I think that it is best to make a unit step onto the Glyph and then place the unit on a hex adjacent to the other glyph. How are you having it play?
Jandars_Hope
May 25th, 2006, 07:43 AM
i think it sounds like a cool idea-as long as youve got a big enough map cos at the mo with my 1 MS maps i find that both players can have figures locked in combat within 1 to 2 turns!
shakey_snake
May 25th, 2006, 07:58 AM
I've done a long map before that had 3 teleports: 2 at each end, and one in the middle on an island. When you land on the glyph you are instantly teleported, but you have to roll the 20-sided die. If you roll an 8-20 you sucessfully teleport to the other side. If you roll a 1-7, you are cast away to the island.
Also, and it's an important to the mechanics, no character may step into the teleport if steping on the glyph would be their last move. They must have at least one move remaining and they must use that move to move off the teleport (teleporting costs no movement).
Jandars_Hope
May 25th, 2006, 08:05 AM
Sounds like a good idea! I may have to try this out some time!
MBSowards
May 25th, 2006, 11:15 AM
There's an old 1 MS map from the HQ maps that is called stargate created by guyy(?) that does this. I'm not sure I liked the mechanics of that implementation, however. I think that it is best to make a unit step onto the Glyph and then place the unit on a hex adjacent to the other glyph. How are you having it play?
Just like that actually.
Aranas
May 25th, 2006, 12:31 PM
With my gaming group, we use very frequently the glyphs of Brandar as teleports. We find it to be very fun. Sometimes we place them on both sides of a river to serve as a "bridge". But most of the time we place them at both extremities of the median line. Very appreciated in 2 Vs 2 games when one player is having trouble on his side of the board...
Curious to know how you guys house rule its use. What rules do you usually put in place? Do you decide on wich hex you re-appear on the other side or dice roll it? Do you take a disengagement attack when walking on the glyph while being adjacent to a foe? (we say no as with the staff of summoning). Are you allowed to make an attack after teleportation? etc...
Aranas
MBSowards
May 25th, 2006, 02:36 PM
Well, I just started doing this with my dad and brother. I haven't used it with my friends who are more into the game yet. But, when we used it, once you landed on the glyph, you teleported somewhere adjacent to the other one. At that point your turn was over.
I do like the idea of having to roll the 20 sider to see if you get to teleport or not. That would keep it from being so devestating I think.
Jandars_Hope
May 26th, 2006, 04:52 AM
I just got an idea! If you have quite a few pieces u could build two or more maps and place 'teleporters' on both and when u step on one it takes u to the other map! Good idea?!
Agent Minivann
May 26th, 2006, 05:12 AM
i think it sounds like a cool idea-as long as youve got a big enough map cos at the mo with my 1 MS maps i find that both players can have figures locked in combat within 1 to 2 turns!
In the one I referred to there were two smaller maps, and the glyphs teleport you back and forth. But yeah, for the most part it would work best on big maps.
happyjosiah
May 26th, 2006, 10:52 PM
We so often use Brandars as teleporters to each other that a lot of people just call them the "teleportation glyphs".
GaryLASQ
May 26th, 2006, 10:58 PM
yeah. this was one of the first things i did with the Brandar glyphs - teleporting.
Aranas
May 26th, 2006, 11:03 PM
But again, what rules do you guys implement around its use.
- Do you take any leaving engaments when stepping on the glyph with a foe adjacent to the glyph?
- Do you choose or dice roll the hex on wich you will re-appear?
- Can you attack once on the other side?
- Can you continue your move (if any left) on the other side?
- Etc...
Aranas
shakey_snake
May 26th, 2006, 11:07 PM
1 yes. otherwise a figure 2 spaces away can move into the portal by "circling"
but the figure 1 space away can't without taking disengage.
2. we do both. Rolling to avoid a "waste" portal is fun.
3. yes.
4. yes, you must.
Aranas
May 26th, 2006, 11:18 PM
For #2, 3 and 4 we do it the same way you do Shakey but for #1, we say it's like the Spear of Summonning of Saylind: vanishing into thin air, so no leaving engament.
GaryLASQ
May 26th, 2006, 11:36 PM
i've tried a variety of teleport rules and found that, as always, the easier the better.
this is what i'm going with lately:
The Glyphs of Brandar represent simple teleport devices. When a figure moves onto a teleport it may take its next step to another teleport, if the fiugre is not huge and the other teleport is not blocked (see "Passing and landing on other figures" in the rule book). A figure does not have to stop after moving onto a teleport.
Moving from one teleport to another must be done using normal movement. For example, a figure with the Flying ability would have to land on the first teleport and step to the second one before resuming to fly. A figure may be carried through a teleport by a figure with the Carry ability.
-----------
so basically, all other rules apply, like disengaging swipes for example. and just for fun i disallow huge figs from using them.
if someone wants, they can step through a teleport and sit on the other end and block it, forcing the opponent to deal with the blockage as best they can. i've tried different rules to make it difficult to block a teleport but those attempts just made the rules overly complicated.
i don't use teleports very often so i haven't play tested them as much as i'd like.
bobofett
May 27th, 2006, 12:20 AM
i've done a teleport map with 4 zones each with two portals and you had to roll the D20 to figure out what zone your fig was going to and then roll it again to find out which portal in the zone you were going to. it turned out to be tiresome and boring in the end. :(
E.G.Snakeman
May 27th, 2006, 12:52 AM
Whe use a special house rule for teleporting...
-if all the spaces around the glyph are filled, the new teleporter chooses his spot and bumps the current occupant one space out from there... no disengagements but any falling/lava apply...
...this of course must be explained before the game
Thought i'd share...
We had a 6 player game, with the six starting areas surronding a centrally located hill; on top of which was a teleportation glyph that came out at one end of a long rectangularly shaped contenent, at the other end of which were three glyphs that you had to hold two of the three of to win the game.
...we played it 2 vs 2 vs 2, but it was so close to being over in a flash that if I did it up again I doubt I'd do teams...
Like shakey's idea of throwing a d20 for the teleport... might implement that.
Jedi Master Corazz
August 30th, 2006, 04:19 AM
When I play the glyphs the player that lands on it to choose and destroy one of their own figures. Glyphs would seem to be sought after during a game so to throw in a twist I made this rule :quarter:
Aranas
August 30th, 2006, 09:57 AM
When I play the glyphs the player that lands on it to choose and destroy one of their own figures. Glyphs would seem to be sought after during a game so to throw in a twist I made this rule :quarter:
:lastweek:
How do you call that again? Grave digging? :D
I am sorry Jedi Master Corazz, I do not understand your post and, above all, why in this specific thread. How is your post related to the use of the Brandar glyph as a teleporter?
Aranas
maliciouspigpig
August 30th, 2006, 10:12 AM
I once made three separate maps( one with tundra, one with lava, and one with normal terrain and teers and road) and used the brandars as teleporters. one teleporter was on the MS terrain map that sent you to the tundra. Another glyph on the tundra that sent you to the lava, and the last glyph on the lava that sent you back to the MS terrain. All of the maps looked really cool and it was fun for about the first ten minutes. I haven't used any teleporting glyph since. I don't recomend using them the way I did. It was just a game of tag. we just went back and forth through each map and only a few casualties were made before we stopped that game and made another.
djsmith
August 30th, 2006, 10:22 AM
I just I just made a portals map that was played during our monthly border battle between with Wisconsin and Illinois players. I had 2 large maps with 2 portals on each map, random die rolls decided which teleport your units went to when they teleported. I had it so that you could end up right back where you started when you teleported. Next time, I would not have it like that. You can teleport to a random teleport area on another map only. This will make game play smoother. I do like the randomness though, as it keeps the game less structured from a defensive and offensive standpoint. Another MAJOR rule I had was that Saylind’s ability only worked on whatever current map she’s on. The scenario was such that your armies had to get an artifact from the opposing player/team’s map, and then return to their own map and starting zone with the artifact. Another important rule that needs to be factored in is how many units can teleport at once and how it actually works. With our game we had it that any unit that is either adjacent to the teleport, or adjacent to a unit that is adjacent to the teleport can go in a single shot. I hope that made sense. :D
This was my first attempt at a portals idea, and some tweaking for next time is needed, but I really it all the same.
AgentX-127
August 30th, 2006, 11:10 AM
How do you call that again? Grave digging? :D
Aranas
You call that thread Necromancy.
reapersaurus
August 30th, 2006, 01:56 PM
When I play the glyphs the player that lands on it to choose and destroy one of their own figures. Glyphs would seem to be sought after during a game so to throw in a twist I made this rule :quarter:maybe I'm failing my Sense Innuendo check, but I don't see any quarter-worthyness in this post. :)
Thread Necromancy to be sure, tho! :D
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