by Ludus Rex
roboraygun wrote:
Ludus Rex wrote:
Regarding healing: I wouldn't say that healing is less important, but instead that it is now a tactical decision. Consider, if you're in the range of 5 health, you may decide to roll for a few hearts to top yourself off so people don't view you as a viable target for a VP swing. You absolutely do not want people feasting on your corpse.
First off I did want to say that this is a great idea as a varient (meaing for those that want to make this change). For the first time last nite we had someone knocked out SUPER early in the game and he ended up just leaving for a bit because he got knocked out and we all felt a little bad... so definitely a great use for this rule.
I did have to agree tho that technically any game that removes dying does shift the game to VPs instead...so like you said earlier you have to make dying be worth killling someone or else people would never do any damage (which I think your variant does, tho I like the idea of also giving the "killer" even more points to make killing worth it vs stockpiling YPs).
Heh I did want to point out from your quote above... the eater of the dead card becomes so much more valuable with this rule too! =) That and the card "It Has A Kid" or whatever its called where you come back to life becomes not so great anymore as well =/.
Why you clever devil, you. You're right on the money about It Has A Kid and Eater of the Dead.
I was thinking about those cards when I made the original post, but I couldn't remember their exact names because I don't have the game on hand just this second. I was going to toss that into an additional edit, but gamer nerds are just too quick on the draw.
It Has A Kid has no place in this variant, and is removed from the deck entirely. Eater of the Dead is more valuable, though for common sense reasons we had to rule that you don't gain the VP when your own monster is KOed, though we had one dweeb who tried to argue in favor of it.
The great thing about this particular variant, is that by tweaking two numbers just slightly, you can customize the ruling to meet the needs of your play group.
For us, -5VP on KO and +2VP on opponent KO is great. It's a bleed of 3VP from the game each KO, but it sets a pace we like. If you like a slightly different pace, or a greater punishment, or bigger reward, or whatever, you simply need to set your own personal rule to -6VP on KO and +3VP on opponent KO, or -3VP on KO and +3VP on KO, or whatever you fancy.
The 3 VP bleed per KO is what dictates the speed of our games, but if you want more or less, you can make that change in any direction you want.
I encourage you to try -5 and +2 for a game or two and then proceed as you see fit.
Thanks for all your input!