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Your Favorite Oddball Rules
Here are a few of mine.
Death Fortress Movement (Man o War) - Naturally, DF talk made me think of MoW. For a game that has measurement movement, the Dark Elf Death Fortress has a movement rule that you'll likely never find in a minis ruleobok these days. If, while moving the Death Fortress, it physically contacts and pushes other ships...those ships stay where they finally rest after being pushed. No stopping for contact. No passing through. You physically get to move your opponent's piece and it's not precise or measured at all. Push those ships into all sorts of inconvenient (for wind) facings. Was this rule fair? balanced? Hell no, but it was a lot of fun. I never played DEs, but even opposing them was exhilarating because this ship felt like a bigger than life threat and this 'broken' rule was one of the reasons why. Loved it.
Ork Trukk Transportation (40k 2nd ed) - How many boyz can ride on that ork trukk? check the codex...10? 12? Nope. As many models as will physically fit on the vehicle. Awesome. However, if any fell off during movement they were goners. Naturally, you could rig this by adding a large 'antenna' then just stack a tower of ork minis by threading that antenna between their legs and base...but nah. this was before the tournament days and your buddies wouldn't pull that crap. Now, everything has to be spelled out and the letter of the rules are more important than the spirit. Bah! Bring back the Trukk Klown Kars!
Thumb of God (Wiz War) - Take a d4 and shoot it marble style at the other wizards. Where they lie is where they now are in the maze. You could jack a lot of magi if you could line up a decent shot. The most feared card in the deck and really made the game stand out, IMO. Has it made it's way to the FFG edition? Will it? If not, I doubt it will.
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Death Star Attack weak point (TI3) - A fighter rolling 2 10s in a row can instantly destroy a war sun (or fully operational death star). That was an optional rule.
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The Thumb (Spartacus) - The single most thematic element in the entire game is the ability for the Host to arbitrarily decide if the losing gladiator will win or die.
Panic (Intruder) - From time to time, the alien kills one or more humans in this classic bughunt game. As soon as each lethal combat ends, all surviving humans are immediately moved to the command module, where they have a meeting. This is crucial to the game because it allows the layout to reset, for a fresh round of hide-and-seek. But it also feels like a very thematic element for the humans to abandon the search and have an emergency meeting. Often times, a panic will actually make players feel more pressure and even re-evaluate their tactics. There are better board games out there that simulate the movie Aliens, but I have yet to see one that beats Intruder at simulating Alien.
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- Jackwraith
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Columbob wrote: Red Ones Go Fasta (40K 3rd ed). Ork vehicles painted red could move an extra inch on the board. Not sure if they had to pay 1 point or so for the upgrade.
Red Wunz Go Fasta was, in fact, a 1 point upgrade in 3rd and 4th Ed.
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Hackmaster 5e. Near the top of the adventure section:
Drowning is a persistent threat, not only for
characters so foolish as to forgo this vital survival skill
but also for those choosing to envelop themselves in a
shell of weighty iron.
"Nice armour you've got there. Would be a real shame if you tripped into a 2ft deep puddle..."
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- Legomancer
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Legomancer wrote:
From Neuroshima Hex
That's getting into Deep Thoughts by Jack Handey territory.
Age of Sigmar has a bunch of goofy rules, like getting bonuses for literally taunting your opponent. When I used to play Rogue Trader, I'd take a genestealer magus/leader/whatever, and he would have to roll on a chart to find out his psychic powesr on a table. It was awesome when all you got were things like "Telepathy," that allowed the psyker to send a message of not more than 10 words to another model within 24". Very useful when you're playing a straight up minis skirmish.
Why are so many of the examples from GW?
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- Legomancer
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Super Energy Pill: Artifact (2)
Eat this card: Target creature gets +15/+15, flying, and trample until end of turn.
He said people really liked the idea but the lawyers said under no circumstances could they tell people to eat cards.
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Yet another GW example...
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wadenels wrote: Not so much a rule, but something that just stands out as an odd and adversarial thing to put in a rulebook:
Hackmaster 5e. Near the top of the adventure section:Drowning is a persistent threat, not only for
characters so foolish as to forgo this vital survival skill
but also for those choosing to envelop themselves in a
shell of weighty iron.
Drowning is a vital survival skill?
Anyway, I've been entertained more than once by the plastic paradrop in the Sainte-Mere-Eglise Memoir '44 scenario. The American player holds, I think, four infantry figures above the board a foot or so and then drops them. If they land in an unoccupied hex, he adds a unit there; if they go off the board or land in another unit's hex, they're removed.
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jpat wrote:
wadenels wrote: Not so much a rule, but something that just stands out as an odd and adversarial thing to put in a rulebook:
Hackmaster 5e. Near the top of the adventure section:Drowning is a persistent threat, not only for
characters so foolish as to forgo this vital survival skill
but also for those choosing to envelop themselves in a
shell of weighty iron.
Drowning is a vital survival skill?
Anyway, I've been entertained more than once by the plastic paradrop in the Sainte-Mere-Eglise Memoir '44 scenario. The American player holds, I think, four infantry figures above the board a foot or so and then drops them. If they land in an unoccupied hex, he adds a unit there; if they go off the board or land in another unit's hex, they're removed.
I'd swear this is actually a straight theft from an 80s hex & chit game--maybe one of Jack Radey's [?] People's Wargames titles...
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