[Runewars]
Un condensé de ce que j’ai pu trouver d’intéressant sur BGG/FFG/Autre.
1/
Heroes in Battle :
Before a battle, you may choose any number of your heroes in the area to participate in the battle. Place them in the initiative row equal to 6 minus their Agility skill. (IE, the higher agility, the faster they are, and the quicker they attack; a 5 Agility fights on 1). A Hero cannot participate in a battle alone - they can only participate if there are friendly units in the area.
Each hero acts separately in combat; IE, do not “combine” your heroes when pulling cards, each is considered a separate “unit type”. (Example, if you have Verikas the Dead and Mad Carthos in the battle, handle one of the Heroes in its entirety before the other).
When it is the Hero’s turn to act, draw a number of Fate cards equal to either their Wisdom or their Strength stat. Choose ONE of those cards to play (at the appropriate time in the combat sequence). In battle, however, Routs act as normal; they do not act as they would in Duels.
Unless a relic specifically only would apply to enemy heroes, relic damage is done to the opposing army as normal.
The rule for “damaged units must be damaged first” still applies to Heroes - thus, bringing a wounded Hero into battle could be dangerous, as they would be a first target. Any damage left on the Hero at the end of battle, stays on the Hero.
Heroes cannot be the target of any ability or card that lets your opponent “choose” a figure in your army.
If your army retreats, your Hero must retreat with them.
Heroes are not counted as units when counting strength at the end of battle.
Proposition d’ajout n°1 :
That’s actually a very interesting idea, Scott.
May I suggest the following expansion to it.
Agility Skill : 6 minus Agility Skill is Initiative Level ( as you suggested )
Wisdom Skill = the number of Fate Cards the Hero may Draw.
Strength Skill = the number of Fate Cards the Hero may Play
Let’s see how this works out with the vanilla Heroes I know so far ( don’t have the game yet )
Mad Carthos
Agility 1 = Initiative 5 ( 6-1)
Wisdom 4 = he draws 4 Fate Cards in battle
Strength 2 = he may play up to 2 Fate Cards in battle
Verdict :
He’s an old bag’o’bones so he’s quite slow to act ( initiative 5 )
but he has quite a few tricks up his sleeve ( draws 4 cards )
and can dish out some hurt ( play two cards )
Drawing 4 cards and being able to play 2 can make him very versatile and let him play card results depending on the situation.
Bogran the Shadow
Agility 4 = Initiative 2 ( 6-4)
Wisdom 2 = he draws 2 Fate Cards in battle
Strength 1 = he may play up to 1 Fate Card in battle
Verdict :
Avery fast acting Hero,with “some” choice ( 2 cards ) who can play 1 tactical card early in the battle.
Improving Strength and Wisdom by 1 looks like a solid idea.
Silhouette :
Agility 3 = Initiative 3 ( 6-3)
Wisdom 1 = she draws 1 Fate Card in battle
Strength 3 = she may play up to 3 Fate Cards in battle
Verdict :
She’s medium fast, but not much of a fighter.
Getting her Wisdom up to 3 may change that.
Je trouve l’idée excellente. Mais aucune idée sur le rendu et l’équilibrage de tout ça.
Idem quant aux déplacements de ces Héros :
would it make more sense to allow heroes to move via a Mobilize or a Conquer card into a battle, with the stipulation that they cannot move or already have moved during the Quest Phase? That way, the hero still only moves once per turn (not including Strategize), but would certainly allow a more strategic use of heroes, if they are indeed to affect battles.
On the other hand, perhaps still requiring them to move in the Quest phase is an acceptable handicap for what could be a powerful battle rule. That way, you either fight the battle before the hero can get there, if you need to fight that battle right away, or it could signal to your opponents that you intend to fight a battle in a given area, possibly giving your opponent time to react (by reinforcing or getting the hell out of an area).