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QggOne
Master Blacksmith

Posts: 406
Games: 56
Rank Points: 212
Member since: 2017-Feb-26

Topic: How to make variants that run fast
Posted: 2019-Aug-01 17:23
Hi, I like messing around with variants and I was looking to make a short four player option that could run at a fraction of the speed of the original.

If you have a custom map four player game, how best do you make a game that runs much faster than the norm.

•  Obviously lowering the round counter to 7 or 8 will help.

•  Would it be wise to have all four sides starting out with quite a large force? This would make mustering less important.

•  Would decreasing the number of castles and strongholds help or hinder?

•  It seems right to decrease the number of victory points needed to win. Possibly to 5 or 6?

•  Should the number of overall locations be lowered as well?

•  Should seas still play a large role? Could an upgraded siege type ship help with the combat?

•  Could changes to the Westeros deck help speed things up?

•  Should the Wildling deck remain?


LastDayFOXHOUND
One Of The Kingsguard

Posts: 7
Games: 273
Rank Points: 1,061
Member since: 2018-Mar-30

Topic: How to make variants that run fast
Posted: 2019-Aug-01 18:18
Only 5 or 6 castles means that Greyjoy can win very, very easily, as can Stark. I would honestly say a turn timer is probably the best method of speeding things up.
QggOne
Master Blacksmith

Posts: 406
Games: 56
Rank Points: 212
Member since: 2017-Feb-26

Topic: How to make variants that run fast
Posted: 2019-Aug-02 00:48
Only 5 or 6 castles means that Greyjoy can win very, very easily, as can Stark. I would honestly say a turn timer is probably the best method of speeding things up.
I'd be making it from ground up. The map and the sides. A 4 player map on an island.



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