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Posted: Fri Jul 04, 2008 8:28 pm
by Mike
Kang:

The suggestion was made to use a 1d6 instead of turn mode counters. The die was placed in front of the player (or the ship card). As a ship moved ahead, the player rotates the die to advance the number that is showing (1 to 2, 2 to 3, etc.). When the number matches his ship's current turn mode number, the ship can make a turn. Then the die is reset to 1 and the process repeats.

We tried it and it sure eliminated "counter clutter" on the map.

At first, we reminded one another to turn our 1d6's as we moved, but it became second nature before long. We invoked a house rule penalty that if a player forgot to adjust his 1d6, he had to go by what it showed. It never happened.

Another thing we tried was a sideslip card. On one side it says, "Able to Sideslip" and on the other side it says, "Sideslip Not Allowed". Each time a ship did a sideslip, the card was flipped over to the "Not Allowed" side.

By using these two "play helps", we were able to speed up play, eliminate map clutter, and be able to determine other ships' movement status at a glance.

Posted: Fri Jul 04, 2008 9:13 pm
by Kang
Thanks for that - some cool ideas there. You guys sure are an inventive lot :)
Mike wrote:At first, we reminded one another to turn our 1d6's as we moved, but it became second nature before long. We invoked a house rule penalty that if a player forgot to adjust his 1d6, he had to go by what it showed. It never happened.
Heh. Bet that was fun...... :twisted:

Posted: Sat Jul 05, 2008 6:20 pm
by Mike
I think the reason it didn't happen was because everyone was so fearful of not being able to turn when they were supposed to be able to that they paid extra careful attention to it. I know SVC frowns on "house rules" like that, but he might look the other way if he saw some of the ones in our group...