The closest thing I can find to our unique "fight" sequences is some rules in the popular 'Castle Risk'. Ultimately they are very different as the board in 'Castle Risk' and overall strategy is a whole other animal. Nevertheless, here are the rules that are somewhat similar to our sequence and may be helpful in the developing of our game:
Castle Risk cards
-Generals: +1 to the top attacking die
-Marshals: +1 to top defending die
-Admirals: may transport or attack with armies by sea
-Diplomats: impose a truce on another player for a turn
-Spy: look at and force the discard of one of an opponent's cards
No comments:
Post a Comment