From: dhohls@watertek.csir.co.za (Derek Hohls) Description: Proposed rules modification for "Merchant of Venus" I bought MoV a while ago, and played it once or twice, but was somehow dissatisfied with it (although others of my gaming friends seemed to enjoy it more). In the recent "1993 survey" I noticed how many people were playing & decided to have another look at it. This time I figured out that the only aspect of the game that really bugged me was the *random* movement - maybe it's my closet wargaming tendencies, but the idea of a ship whose movement you have no control over doesn't make sense to me. Based on this I'd like to propose the modification outlined below. The modification does not really change the *mechanisms* of play; it simply allows more control over movement, while simultaneously providing the players with more choices. PLEASE comment on whether you think this modification will foul up the game (in "spirit" or in whole) and, if not, maybe you can also help "playtest" it - I need to convince the rest of "the gang" that this is a Good Thing and will be FUN! Proposed modification to "Merchant of Venus" (tm Avalon Hill) ------------------------------------------------------------- Add to 2.2 : "Each player also receives a set of Movement Chits (see 2.9) of the same color as his pawn." Add section 2.9: 2.9 CHITS: There are six sets of coloured Movement Chits (referred to in the rules as Chits). Each set comprises of 18 counters; three marked with a "1", three marked with a 2 and so on up to "6". Thereafter, replace the phrase "number of dice to roll" (or equivalent) where it occurs in the rules - with reference to *movement* - with the phrase "number of chits to pick" (or equivalent). Note that the combat rules still use dice as described. Replace section 5.31 with: 5.31 DECLARATION: The player can choose any path that leads away from his presently occupied dot. He *must* then pick a Chit, or Chits, that will allow him to move to his declared first dot, if at all possible. If he cannot pick such a Chit, or Chits, that will allow him to move to the dot he declared, his announcement is void and he is free to move to any dot that his Chits allow. If he picks Chits without specifying a dot, or does not pick available Chits that *would* allow him to move to his declared first dot, he must return the Chits he picked to stock, and pick again after making a proper declaration. Add section 5.5: 5.5 USING AND REPLACING CHITS: A player must continue to pick Chits from a single stock pile in front of him, placing these in a discard pile at the end of his turn. Once *all* the Chits from stock have been used, the Chits placed in the discard pile are returned to stock and become available for selection once again. (Note that this may happen in the middle of movement.) NOTES: Ignore section 6.42 and use the rules outlined in 6.41 when starting a turn in a Navigation Circle. 8.42 AUTO PILOT Note that the first sentence will now start: The Auto Pilot allows a player to *pick one less Chit* ... 8.44 MULLIGAN GEAR Due to the rule changes proposed, this relic is essentially worthless as is. It can be removed from play before setting up the game, or players can decide to allocate it another "ability". +----------------------------------+--------------------------------------+ | ADR: CSIR: Watertek | EMAIL: dhohls@watertek.csir.co.za | | PO Box 395, Pretoria, 0001 | FAX (w): +27 12 841-4785 | | South Africa | TEL (W): +27 12 841-4061 | +----------------------------------+--------------------------------------+ | 'The opinions of my company do not necessarily reflect those of my own' | +----------------------------------+--------------------------------------+