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  #1  
Old January 21st, 2014, 01:12 PM
generic125 generic125 is offline
 
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Alternate Game Modes

I just played two games on the same map, one regular deathmatch, another with a 'domination' style.

It was played with 3 areas that had to be held, and at the end of each round, whoever help an area uncontested got a point, first to 5 wins.

I was wondering if there were any threads that had ideas like this, that don't fundamentally change the game, or introduce radically new rules, but just add fairly simple new objectives to the game, and if there aren't any threads, post your ideas here.
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Old January 21st, 2014, 02:46 PM
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Re: Alternate Game Modes

Well met!

I know there are such threads out there. You could start by looking at the GenCon events. These are from 2013:

Spoiler Alert!


You could also check out some of my scenarios, such as
The Lost City of Ashra!, A Swell Party!, and Pirates!




Last edited by kolakoski; January 21st, 2014 at 02:59 PM.
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Old January 21st, 2014, 03:15 PM
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Re: Alternate Game Modes

Quote:
Originally Posted by generic125 View Post
I just played two games on the same map, one regular deathmatch, another with a 'domination' style.

It was played with 3 areas that had to be held, and at the end of each round, whoever help an area uncontested got a point, first to 5 wins.
Very cool idea. It reverses initiative, as going last would be an advantage in many situations. Keep What You Kill is a cool variation in multi-player games. You get points(partials for squad figures) for every figure you destroy. So it does not matter if you are the last one standing, it matters who destroys the most.

A cloud can change its semblance, yet retain its will
With the intimacy of destruction, One knows what it is to be alive
The empty sky holds no reflection, for sorrow
- Eslo Rudkey
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Old January 22nd, 2014, 01:12 AM
generic125 generic125 is offline
 
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Re: Alternate Game Modes

Most of my variant ideas seem to come from video games, cause I just thought of how to adapt the 'Push the Cart' mode from Team Fortress 2

Maps with roads stretching throughout them could have a glyph in the middle that gets pushed toward their base (or the enemy base) every turn, but contested points aren't pushed at all
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