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#169
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Re: Share your house rules!
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The catacomb scenario is one of the most fun things Heroscape has ever seen. |
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#170
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Re: Share your house rules!
Me and 360ownism (360ownism and I? Whatever, same damned thing) are pretty lenient with figure placement.
Sometimes we have to roll the D20 to see who places order markers first. Circumcision? HIS body, HIS decision. A person should have the right to their own body. |
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#171
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Re: Share your house rules!
I like to play with themed armies so for my house rules I alter the cards so that similar figures are on the same side. Also, players cannot mix and match armies.
Some examples: If Player A chooses Ullar, then they can only pick from cards that list "Elf", "Giant" (Jotun), or "Hippogriff" as they belong to the same army. I have added a few customs from D&D to give more options, such as "Satyr" and "Dryad". Player B might choose Marro. I know that Marrow isn't an official army, but under my house rules it is and therefore Player B only gets to select figures that list "Marro" on their card (and Marrden Hounds, etc). Because I have a lot of Orc/Goblin related figures from D&D/GW/etc, I have also created a Goblinoid army consisting of "Goblin", "Bugbear", "Orc", "Troll", and "Trolticor". Other armies include: Jandar (mainly humans that look Nordic and/or Knightly) Undead (Vampires, Ghosts, Zombies, etc) Einar (Asian themed) I've had to modify quite a few cards, for instance Isamu, Moriko, and Otanashi fight for Einar under my house rules. Another house rule of mine: No robots! |
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#172
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Re: Share your house rules!
I use IAmBatman's Factions for themed armies. They were designed with synergy in mind. I have also applied some customs to the factions to give players more options.
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#173
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Re: Share your house rules!
I use Glyphs of Brandar as 'summoning' glyphs. For example, I might have one brandar glyph be used to summon a single squad of Fyorlag Spiders, or another be used to summon a single Sahuagin Raider. The summoning works(mechanically) like the Rechet summoning, except it can be used again after all of your squaddies/your common hero have been destroyed. I number the glyphs to keep track of them.
Your curiosity will be the death of you....
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#174
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Re: Share your house rules!
Probably already posted here, I know I posted at another thread, but for house games I play that order marker X is a fourth turn in a round that can be played at any time. Makes order placement a little easier such as if you have a hero engaged with one life, you can put the X there and if you win initiative you use him first, but if you loose initiative and get killed, you can save the X to be the last turn that you loose. Also Helpful for cheerleaders such as Kelda and Raelin, as you never know when you need to use them.
Of course, some powers that mention "Order Marker" must be tweaked such as for Spartacus if he were forced to take a turn that would be bad - so we say you can use any hero in place of the X on him (but not the squad too). Also, we give bonding to some unit that don't have them to make them better. Anubien Wolves with Dumutef Guard. Ninjas Of The Northern Wind with tricky Ninja Heroes, Zettian Guards with Deathwalkers Official Maps & Scenarios / LeftOn4ya's Customs / Competitive Unit Alters / New? Start Here! "Obedience brings victory; and victory is life" |
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#175
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Re: Share your house rules!
Without dark, there is no light. Without bad HScape figs, there are no good ones. Dund is important, therefore |
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#176
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Re: Share your house rules!
Fying is always in effect, not just during movement.
Can you defeat a mind such as mine?
Riddler |
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#177
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Re: Share your house rules!
For me, actually, I make flying a little more powerful. When its the units turn to move, flying makes it go anywhere on the battlefield. IKIK It has some flaws in it, but nothing a little Heavy Rain can't fix
Buffy is the life! Life is the Buffy! xD Shaniqua is mah idol! ![]() Mah Customs! (Alot!) ROFL: http://www.heroscapers.com/community/showthread.php?t=37345 |
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#178
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Re: Share your house rules!
So the group of people I play with have a ton of house rules. For some of them, they just weren't interpreting the rules correctly and I had to go in and correct some of them.
However, they are very stubborn when it comes to changing the house rules. I basically have to prove it breaks the game by creating an unbeatable team, etc. For example, the most glaring house rule they had was that the maximum damage any creature could cause in a turn was 1. I asked the fine folks at this site to come up with a team that could best exploit this house rule and ended up totally destroying them, which persuaded them to use the standard rules. They also had a rule that each height level counted as 2 spaces rather than 1. We usually play on big multilevel maps, and it really seemed that this really made flying creatures too powerful. Using all-flying teams, eventually that rule was changed. Next in line: another house rule is that we don't use the intiative rolls. At the beginning of the game we roll for who moves first, and then play continues clockwise for the entirety of the game. I actually can't see how this one breaks the game, since everything remains pretty balanced and it is basically just removing an extra "chance" element from the game. I don't mind the idea of streamlining the gameplay in return for losing a chance element. But I thought I'd get the expert input here: what do you think is the biggest drawback from not using the initiative rolls? |
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#179
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Re: Share your house rules!
I also have no house rules!
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#180
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Re: Share your house rules!
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Having to choose whether or not to push forward or pull back a unit on the 3rd OM to compensate for a potential intiative switch. (Again, it can be a game changer at times.) Mogrimm and Capuan Gladiators are not quite worth their points. ![]() ...Registration Now Underway... (Click for Details) [Don't have "permission"? ...Click Here to give yourself access...] |
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| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||