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Official Rules & FAQ's Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.**


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  #49  
Old August 27th, 2010, 11:04 PM
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Re: Initiative Order Resolution

I've played 1v1v1 quite a bit, and, even though I don't remember having ever read that SotM clause, I've always played clockwise starting with the person who rolled the highest initiative. It's so much easier to keep track of who's turn it is that it's worth the minor strategic loss.

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  #50  
Old August 27th, 2010, 11:47 PM
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Re: Initiative Order Resolution

Quote:
Originally Posted by Killometer View Post
I've played 1v1v1 quite a bit, and, even though I don't remember having ever read that SotM clause, I've always played clockwise starting with the person who rolled the highest initiative. It's so much easier to keep track of who's turn it is that it's worth the minor strategic loss.
Keeping track is the only real downside. That's why we made little squares of paper with the numbers 1-8 on them and then hand them out after rolling for initiative. It's really easy to keep track of if you do that.
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  #51  
Old August 28th, 2010, 09:21 AM
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Re: Initiative Order Resolution

I do not play anything other than 1v1 all that often but when I do I have played like the rule book says going from highest roll to the left. This seems weird to me too but:

a: It is in the rules like that.
b: The game designers did it for a reason.

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  #52  
Old August 28th, 2010, 09:39 AM
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Re: Initiative Order Resolution

Quote:
Originally Posted by kaiyu0707 View Post
Quote:
Originally Posted by Killometer View Post
I've played 1v1v1 quite a bit, and, even though I don't remember having ever read that SotM clause, I've always played clockwise starting with the person who rolled the highest initiative. It's so much easier to keep track of who's turn it is that it's worth the minor strategic loss.
Keeping track is the only real downside. That's why we made little squares of paper with the numbers 1-8 on them and then hand them out after rolling for initiative. It's really easy to keep track of if you do that.
Last time we did 1v1v1v1 (quite a while ago, with four people I'd much rather play 2v2) we had four hats of varying sizes and highest roll got the biggest hat (sombrero) down to the last person with the smallest hat (baseball cap) via the second (stetson) and third (fez).

It seemed like a good idea at the time () and worked just fine.
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  #53  
Old August 28th, 2010, 10:10 AM
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Re: Initiative Order Resolution

Did you force everyone to wear the hats?

This sounds like a hilarious photo opportunity. Four guys sitting around with a crazy assortment of hats and figures.

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(I've also played many matches with great, fun people who were using Q9. So using Q9 doesn't make you a tool. But being a tool sure seems to make you use Q9.)
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  #54  
Old August 28th, 2010, 10:12 AM
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Re: Initiative Order Resolution

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Originally Posted by Jexik View Post
Did you force everyone to wear the hats?
Oh yes. No hat, no turn.
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  #55  
Old August 28th, 2010, 10:13 AM
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Re: Initiative Order Resolution

I've played dozens and dozens of FFA games and have only ever played with turns passing to the left.

Yes, at some level I assume the choice was simply one of ease, but it is a good mechanic (imo). As you negotiate the map, make plans, etc., you do it knowing who you will follow (most of the time--unless you win yourself) and who will follow you (again, unless they win initiative). There is just enough question at stake that you can never plan 100% on anything, but you have a general sense of play order and you make your plans accordingly.

I have never found it to be unfair. Simply, it is something that you deal with in terms of where you move your guys, who you choose to attack (and who you deal with more defensively). It has interesting implications on negotiated truces, etc.

I'll have to try playing in d20 order some time and see what I think. But so far I have always enjoyed (and learned to negotiate) taking turns as per the rules. It's a great game and rule--and adds to your strategic plans, imo.

[Love the hats rule, ollie. I may have to try it, just so we can have fun with hats .]
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  #56  
Old August 28th, 2010, 10:13 AM
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Re: Initiative Order Resolution

Quote:
Originally Posted by kaiyu0707 View Post
Keeping track is the only real downside. That's why we made little squares of paper with the numbers 1-8 on them and then hand them out after rolling for initiative. It's really easy to keep track of if you do that.
We use the Ace through four (or eight in your case) from a deck of playing cards to keep track of initiative order. If nobody has any bonuses to their initiative roll, you can just shuffle and deal out the cards.

In 2v2 team games, one player from each team rolls for that team. The higher-rolling team gets the 1 and 3, and decides who on the team gets which; the lower-rolling team gets the 2 and 4 to assign to their players.
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  #57  
Old August 28th, 2010, 10:28 AM
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Re: Initiative Order Resolution

Quote:
Originally Posted by ollie View Post
Quote:
Originally Posted by Jexik View Post
Did you force everyone to wear the hats?
Oh yes. No hat, no turn. We all now have head lice.
Fixed. <grin>
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  #58  
Old August 28th, 2010, 10:34 AM
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Re: Initiative Order Resolution

Quote:
Originally Posted by Revdyer View Post
Quote:
Originally Posted by ollie View Post
Quote:
Originally Posted by Jexik View Post
Did you force everyone to wear the hats?
Oh yes. No hat, no turn. We all now have head lice.
Fixed. <grin>


I felt pretty good though: only a quarter of the lice I went in with.
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  #59  
Old August 28th, 2010, 11:46 AM
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Re: Initiative Order Resolution

I have played plenty of FFAs, and we have always played this way.One thing I want to point out. Heroscape is considered a boardgame. With that in mind, 99% of all boardgames and card games, play goes clockwise(to the left).

Guess I'm getting back into Scape
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  #60  
Old August 28th, 2010, 01:03 PM
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Re: Initiative Order Resolution

Quote:
Originally Posted by xraine69 View Post
I have played plenty of FFAs, and we have always played this way.One thing I want to point out. Heroscape is considered a boardgame. With that in mind, 99% of all boardgames and card games, play goes clockwise(to the left).
Right. Having play pass to the left is both traditional (in reference to board/card games) and the most simple way it could be laid out. I do like how some of the variant Risk editions (Godstorm, 2210) allow players to bid for turn order, but that mechanic is pretty tied up within those games' structure, requiring the player to spend resources before the start of the turn.

'Scape does not have an equivalent resource to gamble away, so any method for determining initiative/turn order is neither more or less fair than than the official rule. Let's say there are four of us in a FFA. From the moment turn order is decided, I know who is going before and after me. I would have to make the same sort of decisions in regard to where to move my assigned figures and who to attack, whether or not the standard method is used. Does it really matter whether I'm followed by player 2 or player 4?

Last edited by nate the dawg; August 28th, 2010 at 01:04 PM. Reason: typoes
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