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Your Favorite Oddball Rules
- san il defanso
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Two of the weirdest that are my favorites are Chest Portal and Child of the Void. You have to roll for your Chest Portal to see what comes out of it every time an 11 or 12 is rolled on the Hold Back the Darkness roll. It might be monsters, an artifact or nothing at all.
Child of the Void is a little conjoined twin - top half only - growing out of your lower abdomen, like Kuato in the original Total Recall. It gives you a couple minor stat boosts but my favorite part about it as that the rules say you have to name it.
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- SuperflyPete
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Making out with an old lady in Five Finger Severance is my #2 favorite, again, if cards count.
The crazy insanities you get in Strange Aeons, which is my #3.
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- Legomancer
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Dogmatix wrote:
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...[/quote]
Black Sea Black Death.
My favorite oddball rule is from ANGOLA. At the end of each turn, each of the four players ( Its a 2P vs 2P game ) blindly bid for foreign aid in the form of reinforecements , AT/AA missiles, and mines. When the bids are revealed, whichever PLAYER bid highest causes the opposing faction to gain a VP point. So if one player bids 5 and his partner bids 2, the other side gets a VP even if both partners in their faction bid 4 each. Sure, they got more stuff, but they didn't have the single highest bid. And VP in that game are significant - in a game with only 10 turns max and auto victory at 10 VP it can make a difference.
Whenever we introduce it to new players, that phase is aptly described " 30 second of pure terror ) .
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- Michael Barnes
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The original Filch flare in Cosmic is one of the best. It lets you steal cards off the table unless you get caught. One time I filched almost the entire deck.
Train Raider's Hail Mary option is a masterpiece...if you are in last place, you can stake the entire game on one delivery run for a huge payout. If you make it, you are in first place. If you fail, your company is disgraced and you are eliminated.
Not rules really, but the critical failure tables in the old ICE RPG books were splendid.
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- metalface13
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- san il defanso
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Michael Barnes wrote: The original Filch flare in Cosmic is one of the best. It lets you steal cards off the table unless you get caught. One time I filched almost the entire deck.
Yeah, I love this one too. It's fun when you just grab a handful of cards for defensive rewards, and people eventually get like, "where did all the cards go?"
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Michael Barnes wrote: I don't think I've ever used a Helblaster Volley Cannon that didn't blow itself up.
It had 9 chances to blow (or misfire), so highly likely. But I've also seen it eradicate entire units (and the look on the receiving player's face is priceless). Blowing up on the ninth barrel is still way worth it.
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