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Block Mania- looking for thoughts and advice
- Dr. Mabuse
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03 Sep 2015 15:00 #209897
by Dr. Mabuse
Block Mania- looking for thoughts and advice was created by Dr. Mabuse
So I picked up Games' Workshop's 1987 Block Mania from F:attie bfkiller recently and am looking for advice from vets about playing this. I was planning on getting the additional counters from White Dwarf magazine (#94) but upon Mr. White's advice I will probably print them out and glue them onto chipboard as opposed to gluing them onto the game supplied chits as recommended by the magazine.
Halfway into my solo runthrough I gave an auto +2 Command Points (CPs) to the Command Point rolls but keeping the maxing amount of CPs to 12 (+2 negated on roll of 11+). I felt getting stuck with only 2 CPs could amount to a loss of turn and thereby slowing the game down.
Any other recommendations?
Halfway into my solo runthrough I gave an auto +2 Command Points (CPs) to the Command Point rolls but keeping the maxing amount of CPs to 12 (+2 negated on roll of 11+). I felt getting stuck with only 2 CPs could amount to a loss of turn and thereby slowing the game down.
Any other recommendations?
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03 Sep 2015 16:33 - 03 Sep 2015 16:37 #209902
by Mr. White
Replied by Mr. White on topic Block Mania- looking for thoughts and advice
Here are the variants we use (from my BGG post):
* Instead of four random blockers to start the game, players can choose any four but no two of the same type. Theme-wise, this is the more aggro members of the block getting jazzed up for battle. The instigators if you will. Random block citizens will show up later throughout the game to defend the block these first four rowdies started.
* Players can choose the armoury or hardware items assigned to these first four blockers. Restrictions being 1) no duplicates and 2) only one heavy weapon (gotta leave some incentive to loot those armouries).
* In the four player game remove 14 cards instead of 6. This'll move the game down from 12 turns each to 10. However, with a little more control in the earlier turns the game likely won't need to go as long. (If you want, take out a few more cards and bring this down to maybe 8 turns.)
* Instead of 2d6 command points, we're using 6 + d6 command points. This helps each player move a bit more.
* Instead of four random blockers to start the game, players can choose any four but no two of the same type. Theme-wise, this is the more aggro members of the block getting jazzed up for battle. The instigators if you will. Random block citizens will show up later throughout the game to defend the block these first four rowdies started.
* Players can choose the armoury or hardware items assigned to these first four blockers. Restrictions being 1) no duplicates and 2) only one heavy weapon (gotta leave some incentive to loot those armouries).
* In the four player game remove 14 cards instead of 6. This'll move the game down from 12 turns each to 10. However, with a little more control in the earlier turns the game likely won't need to go as long. (If you want, take out a few more cards and bring this down to maybe 8 turns.)
* Instead of 2d6 command points, we're using 6 + d6 command points. This helps each player move a bit more.
Last edit: 03 Sep 2015 16:37 by Mr. White.
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03 Sep 2015 21:04 #209918
by bfkiller
Replied by bfkiller on topic Block Mania- looking for thoughts and advice
Glad to see it's gone to a good home. That game sat unloved on my shelf for years.
The following user(s) said Thank You: Dr. Mabuse
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04 Sep 2015 04:17 #209931
by Jazzbeaux
Replied by Jazzbeaux on topic Block Mania- looking for thoughts and advice
You do need a few tweaks to this game, just to even up the experience.
I used this last time
Rules Modifications
Sam
I used this last time
Rules Modifications
Sam
The following user(s) said Thank You: Dr. Mabuse
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