Hi everyone,
During some games with my friends we agree on some own written rules. Thought it might be fun sharing them.
First thing I want to make clear that I view this as some kind of "alternative" play, like a lot of Vulcans work, and not a rules discussion.
Also, some of the rules where not invented by our group, but I read on the forum I though it could be nice to implement. (not taking credit)
- [mwcard=MWSTX1CKC04]Makunda[/mwcard]: there are only 2 cats in the game right now (still no academy for me) and one of them has charge and the other one is fast and elusive. Cats are fast and viscous. The canine are slower sturdier and hunt in packs, [mwcard=MW1C29]Redclaw, Alpha Male[/mwcard] being a perfect leader. The cats don't seem to be built to stay in one zone just to get +1 piercing, that's why we allow Makunda's effect to work in the entire arena. He's the king of the jungle! His presence is enough for the arena.
- [mwcard=MWSTX2FFC04]Cerberus[/mwcard]: while cerberus is guarding in a zone with a friendly dark conjuration, he gains the unmovable, triplestrike,
intercept and anchored trait
- [mwcard=MW1J06]Gate to Hell[/mwcard]: The attack does not need LOS. walls & obscured does not block the attack. I always imagine the ground heating up when the gate makes the connection to hell.
- [mwcard=MWSTX1CKC09]Giant Wolf Spider[/mwcard]: gains climbing trait. Never actually used this effect in a game, but I just want my spider to be able to climb walls.
- Necromancer trained in the poison subtype
- Forcemaster trained in the wind subtype. (not air)
- Warlords are soldiers: I have never used this in an actual game but Laddinfance mentioned this recently and it got me thinking. Of course some other cards need restrictions like their own command spells, the archers watchtower and the banner, but it would be cool to make the orc a veteran, or use flank attack.
- Veterans also gain ranged +1 for non-spell attacks.
- [mwcard=MW1E02]Block[/mwcard] also blocks unavoidable attacks. It's a huge forceshield? I never got why a surging wave would hit it, but a fireball would be blocked. I completely understand that the wave cannot be avoided by cats/ blocked by a shield, but block seems like it should work. I never had problems using this rule.
- agony only works for the first attack during an attack sequence.
- unstoppable creatures can ignore guards. [mwcard=MWSTX2FFC12]Talos[/mwcard] & [mwcard=MWSTX2FFC10]Sardonyx, Blight of the Living[/mwcard] will not be blocked by filthy bugs!
- dissolve/explode targets the equipment, making nullify useless for protection. Just to make it more streamlined with dispel. This is a big game-changer is some cases, but it doesn't seem broken, just different.
- The [mwcard=DNJ12]Vine Tree[/mwcard] can also cast equipment vine spells + [mwcard=DNQ04]Druid's Leaf Ring[/mwcard] and [mwcard=DNQ06]Mohktari's Branch[/mwcard] gain the vine subtype. I played a few games with them and it was fun to see the [mwcard=DNQ08]Vinewhip Staff[/mwcard] coming out. One of the only few times I saw that.
- [mwcard=MWSTX1CKE04]Enchantment Transfusion[/mwcard] cannot be used to protect enchantments for [mwcard=FWI01]Destroy Magic[/mwcard] or [mwcard=MW1I21]Purge Magic[/mwcard]. In the same way seeking dispel doesn't allow the enchantment to be revealed just before it gets destroyed. Still works for dispel since ET is not targeted by that.
- zone attacks do not need LOS and can ignore obscured. (Firestorm, the catapult)
- Corrode works different on mages than on creatures. When a mage would receive a corrode marker, it has to place the markers on a piece of equipment (with armor +x value, you cannot exceed x) instead of itself. This way you can replace the equipment if you want to get rid of the markers. The system is bottom up instead of top down. An extra rule to balance this out: Equipment with corrode markers on it cannot return to the spellbook unless it has the cantrip trait.
I have used this is a couple of games and it didn't seem too strong but I might be mistaken about this. Anyway, we will keep using the rule for a while.
We have also used houserules that were completely broken:
- non-spell ranged attacks cannot target walls
- Wall of thorns has the vine subtype (way too strong for the druid
)
This is about it. Maybe I left out some experiments that I forgot to mention.
What do you think about those rules, do you think they could be fun to try out? Which ones seem utter bullshit? And which rules have you tried out at home? Let me know what you think about it.
Especially Vulcan, you have millions of variants. Do you have cool houserules?