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| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||||||||
| View Poll Results: Is this a good rule? | |||
| Yes |
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12 | 57.14% |
| Needs a bit of improvement but still good |
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11 | 52.38% |
| No |
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3 | 14.29% |
| Already been done ... |
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3 | 14.29% |
| Multiple Choice Poll. Voters: 21. You may not vote on this poll | |||
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#1
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Water Current
Hey, as everyone knows, water is not perfectly still. There is always a current. So here is what my rule is.
At the beggining of the game roll D20. Roll Result 1-7 Current is calm 8-14 Current is Strong 15-20 Current is like Rapids Calm- normal rules Strong- at the end of each players turn all units move 2 spaces in the chosen direction Rapids-at the end of each players turn all units move 4 spaces in the chosen direction If the unit is pushed off the edge of the map the figure is destroyed. To determine the direction the current goes in roll D20. If the roll is even the current goes left. If the roll is odd the current goes right. If there are more then two directions you will have to come up with a new way to decide the direction. Hope you like the rule |
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| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||
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