11-11-2009, 01:50 AM
hello, i am a recent fan of this wonderful board game, LNoE. i really enjoy all of the basic rules and think that everything is almost perfect except for one issue that i have, which is the rule regarding the sun track marker. it just doesn't seem fun enough for the game to simply be over when the sun sets/rises. IMHO, it is a lot more fun when either side actually accomplishes a set goal.
has anyone experimented with altering the rules around this? something my neighbor and I have been toying around with is when the game reaches that point, give the zombies a sudden major advantage. ideas we have come up with are: immediately enact the Zombie Horde rule so tons of zombies start to populate the board (raising the limit to 21 and spawning new zombies every turn); spawning D12 zombies instead of D6; start spawning new zombie heroes (pull random hero cards not in use) which would give the zombie player a team of more difficult to defeat zombies; allow the zombie player to hold 2 more cards - 6 instead of 4..
we haven't tested this concept yet so we are not sure which rule would work out the best. but the point would be that the heros then have a very small chance of winning after the time runs out, but if they are incredibly lucky they still might be able to pull it off. has anyone done any testing with something along these lines?
and a completely unrelated question - does anybody have any tips regarding printing out new scenarios on thicker cards so they might fit better with the stock scenarios?
thanks
has anyone experimented with altering the rules around this? something my neighbor and I have been toying around with is when the game reaches that point, give the zombies a sudden major advantage. ideas we have come up with are: immediately enact the Zombie Horde rule so tons of zombies start to populate the board (raising the limit to 21 and spawning new zombies every turn); spawning D12 zombies instead of D6; start spawning new zombie heroes (pull random hero cards not in use) which would give the zombie player a team of more difficult to defeat zombies; allow the zombie player to hold 2 more cards - 6 instead of 4..
we haven't tested this concept yet so we are not sure which rule would work out the best. but the point would be that the heros then have a very small chance of winning after the time runs out, but if they are incredibly lucky they still might be able to pull it off. has anyone done any testing with something along these lines?
and a completely unrelated question - does anybody have any tips regarding printing out new scenarios on thicker cards so they might fit better with the stock scenarios?
thanks