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Standard Club Rules

PostPosted: Tue Aug 11, 2015 11:00 pm
by Tom
A place to gather the assumed status quo for optional and house rules in a Frostgrave game in the open campaign we have going. I'll edit this first post as necessary to keep a record in one place.

Of course always all negotiable with opponent within reason, just trying to set an assumed baseline for when something comes up mid-game that hadn't been pre-agreed upon.

Re: Standard Club Rules

PostPosted: Tue Aug 11, 2015 11:04 pm
by Tom
Firstly the optional rules the book provides.

Option 1: Injuries. The thing where you lose an action and get -2 to all dice rolls when on 4HP or less. I think we all like this one so keep in? I vote yes.

Option 2: Criticals. I think we all decided the double damage was a step too far. But do we want to keep the auto success even if your opponent's modified roll beat yours? I vote yes.

Option 3: Wandering monsters. I think they're fun and vote we default to yes.

Re: Standard Club Rules

PostPosted: Tue Aug 11, 2015 11:29 pm
by Darkson (Simon)
Just chatting with Mike about criticals, and that was my suggestion as well.

So:

#1 - Yes
#2 - No to original, yes to houserule suggested
#3 - Yes

Re: Standard Club Rules

PostPosted: Tue Sep 29, 2015 2:49 pm
by Darkson (Simon)
Played the last couple of games with these rules:

Each game lasts 5 turns. After turn 5 roll a dice, 11-20 there's a turn 6.
If a model is carrying treasure but is still on the table at the end of the game, they keep it on a 50/50. Unclaimed treasure is lost.

Having played on both a 3x3 and a 4x4 board, I suggest we stick to 3x3 The 4x4 was just to big, with to much space between the warbands (I think we had 2 h-t-h combats, and that was only because we both just chucked someone forward unsupported to try to slow people down).

Re: Standard Club Rules

PostPosted: Wed Sep 30, 2015 9:33 am
by Ladril Caledor
They sound fine to me.

At first I thought that if you are holding treasure at the end, you should keep it. But it makes sense to give players motivation to get treasure off the table before the end, and to take risks (eg running out of cover) to escape. The 50/50 thing seems about right.

Not so much a house rule, but I think Frostgrave games are more exciting if you have all the treasure around the centre of the table, rather than close to the deployment zone. Lots more action that way ;)