Flags on the Walls?

Blue Flag of DangerMy testing and the PnP feedback for Danger at the Walls yielded a couple of things. First, the optional “move a leader” step at the start of a turn was fiddly and seemed to be overlooked at times. Second, the structured game end lent itself to a rather strong last turn advantage.

Going into the next version of the PnP, I’ll be making changes to fix these 2 areas. Most of the Leaders will be place-and-leave, just like the Archer and Cannon cards. This means the abilities of some of the cards will need to be adjusted to fit. For example, instead of the King & General moving cards around, they will instead do a simple 2X on their current strength at the Wall.

For the end game, I’m doing something a little more drastic. I should mention that I wanted to remove the 4 Archer Attacks because they didn’t quite feel as I had hoped (the Cannon Attacks work fine). Now I have something to replace them with — Flags! Each player will get a Flag in their personal deck, and the remaining 2 will be placed in the bottom half of the main deck.

To play a Flag, a player sets it on a Wall. The ownership of the Wall is now locked. You can still play things at the locked Wall — it just won’t change who owns it. When the 3rd Flag is played, the other player will get 1 more turn and the game ends.

This will give it a bit of a nearly-instant “go out” effect. But the opponent will get one more chance to respond … so a player will want to be sure when going out. I’m curious to see if this will work better.

About MattWorden

My name is Matt Worden, and this is my website ... I live in Minnetrista, MN, with my wife and our 2 awesome kids.
Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *