Post by rezha on Dec 16, 2004 14:51:55 GMT 1
I made up something about the 3 player scenario you were talking. They're just ideas but maybe together we can do something good.
Saruman is the third player, completly indipendent. He has new yellow action dice as follow:
- wizard staff (muster)
- uruk sword (sword)
- crow (eye)
- palantir
- palantir
- white hand (army)
As you see there are 2 palantirs. My idea is that saruman is a great wizard and cards are his main ability.
Servants
Saruman has 2 servants that can come in play, Lurtz and Wormtongue. We must think about it a little to make them useful, i have no good idea at the moment.
Saruman starts up in the political track. Until he's not at war he is assumed to be saruman the white, so gandalf
the white cant be mustered. When isengard is at war, the saruman player can use a muster dice as usual to change saruman the white in saruman the multicolor, gaining the normal saruman mustering and leadership ability, and the abilty to start muster and attack with armys. Before saruman is revealed ad the multicolor FP assume him to be good, so no FP army can attack isergard. Until not revealed as evil saruman can only use spells againt other players.
Cards
Saruman should have a lot of cards, and the new ability to use a combat card per round even in combats between FP and SP armies. He sould have a lot of cards in hand anytime, so maybe he can start with a non discardable palantir in play or something like this. Cards should be standard cards but even things like "search a card in the deck, take it in hand and then shuffle", and event cards that reminds some situation in the film, like the snow on the mountains and so on.
Hunt
Saruman hunt on his own. We need another "corruption" token to be put on the corruption track. This token moves indipendently and represent the attacks by the uruk, the crown spying the fellowship and so on. It could be called the "Hunt Track". When the hunt track is at 12 the fellowship is in trouble. Captured by the uruk, cant move again, and saruman can move it every turn in the fellowship phase toward orthnac. If the fellowship reach orthnac saruman size the ring and win. There should be some way for the fellowship to get free (maybe based on companions), but the idea is that if the hunt track reach 12 saruman probably won.
Vicotry Conditions
Military: Saruman must take 4 vicory points, 2 from the FP and 2 from the SP. Moria and the Helm Deep are good targets, the shire too (as in the book).
Ring based: Saruman size the ring as we stated before.
Saruman loses if another player wins.
Before starting to write something for real i would like to hear something from YOU!
Marek (i'm italian, so forgive the bad english!!)
Saruman is the third player, completly indipendent. He has new yellow action dice as follow:
- wizard staff (muster)
- uruk sword (sword)
- crow (eye)
- palantir
- palantir
- white hand (army)
As you see there are 2 palantirs. My idea is that saruman is a great wizard and cards are his main ability.
Servants
Saruman has 2 servants that can come in play, Lurtz and Wormtongue. We must think about it a little to make them useful, i have no good idea at the moment.
Saruman starts up in the political track. Until he's not at war he is assumed to be saruman the white, so gandalf
the white cant be mustered. When isengard is at war, the saruman player can use a muster dice as usual to change saruman the white in saruman the multicolor, gaining the normal saruman mustering and leadership ability, and the abilty to start muster and attack with armys. Before saruman is revealed ad the multicolor FP assume him to be good, so no FP army can attack isergard. Until not revealed as evil saruman can only use spells againt other players.
Cards
Saruman should have a lot of cards, and the new ability to use a combat card per round even in combats between FP and SP armies. He sould have a lot of cards in hand anytime, so maybe he can start with a non discardable palantir in play or something like this. Cards should be standard cards but even things like "search a card in the deck, take it in hand and then shuffle", and event cards that reminds some situation in the film, like the snow on the mountains and so on.
Hunt
Saruman hunt on his own. We need another "corruption" token to be put on the corruption track. This token moves indipendently and represent the attacks by the uruk, the crown spying the fellowship and so on. It could be called the "Hunt Track". When the hunt track is at 12 the fellowship is in trouble. Captured by the uruk, cant move again, and saruman can move it every turn in the fellowship phase toward orthnac. If the fellowship reach orthnac saruman size the ring and win. There should be some way for the fellowship to get free (maybe based on companions), but the idea is that if the hunt track reach 12 saruman probably won.
Vicotry Conditions
Military: Saruman must take 4 vicory points, 2 from the FP and 2 from the SP. Moria and the Helm Deep are good targets, the shire too (as in the book).
Ring based: Saruman size the ring as we stated before.
Saruman loses if another player wins.
Before starting to write something for real i would like to hear something from YOU!
Marek (i'm italian, so forgive the bad english!!)