Subject: Fw: Battle Cry-House Rules Date: Thu, 27 Apr 2000 07:45:59 +0100 Louis Wainwright wrote in message <3ZJN4.62$qv5.890@news-reader.ntrnet.net>... > After playing a number of games of Battle Cry at the gathering our group > game up with changes to two cards. The goal of these changes it to > 'flatten' the card power distribution. > > All-Out Assault: > Current - Activate all of your units. > Revised - Activate any four units (Independant of region) > Reason - Simply put, over half the stories I heard about plays of this > game involved this card. It is at least twice as powerful as the next > strongest card in the game. Activate any four gives it a unique ability > and leaves it as the most powerful card in the game. > > Skirmish(s): > Current - Activate one unit in a given region (region written on card). > Revised - Activate one unit anywhere. > Reason - Skirmish is just too weak as written. It is the 4th most powerful > version of the same card (Activate All, 3, 2, or 1 in a region). It is > also less common in the deck than the activate 2 or 3 versions. The > revision still leaves it slightly less powerful than a Probe (move any 2) > IMHO, but it brings it very close. Plus the increased versitility makes > it more interesting. > > Overall Battle Cry is a fantastic game. It has a lot of luck, but with > these card changes I found the luck to be fun rather than frustrating. > > Lou