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Darkson

5.1 up for download

I might be blind, but I haven't seen any post here announcing the new version (or a post for the 5.0 version for that matter!), so a heads up to say that Elfball 5.1 is available for download from http://www.impactminiatures.com/index.php?option=elfball
GalakStarscraper

Sorry ... running at Mach 3 lately trying to get everything going and my leg injury from February is still slowing me down a lot.

Basically 5.1 is me coming to realization based on feedback that I've had that the introductory rules really had several items that made the CORE game better.

So I merged the introductory rules into the main rulebook.

With that change ... I'm really really happy with where the game is and HONESTLY do not see a version beyond 5.1 (unless I have some horrible typos I missed) coming out.  So this should be stable.

Galak
Cephalopod

GalakStarscraper wrote:
Sorry ... running at Mach 3 lately trying to get everything going and my leg injury from February is still slowing me down a lot.

Basically 5.1 is me coming to realization based on feedback that I've had that the introductory rules really had several items that made the CORE game better.

So I merged the introductory rules into the main rulebook.

With that change ... I'm really really happy with where the game is and HONESTLY do not see a version beyond 5.1 (unless I have some horrible typos I missed) coming out.  So this should be stable.

Galak


Well, that is good to hear! Now, if you'll excuse me I'll just go and get my red pen...  
Lakrillo

Sounds like it is soon time to order my copy of elfball then so i got the final rules in print. :)
mattwakeman

Are the inclusion of the introductory suggestions the only changes?
GalakStarscraper

mattwakeman wrote:
Are the inclusion of the introductory suggestions the only changes?
That and a modification to the throwing challenge to also make the game a bit quicker and less pull your hair out.  

Galak
mattwakeman

GalakStarscraper wrote:
That and a modification to the throwing challenge to also make the game a bit quicker and less pull your hair out.  

Galak


Good change that but there is a typo there. It says in the results box, 'Get the exactly the number of successes needed'. The first 'the' is obviously redundant.
brettness37

Can you tell us which pages have been modified from 4.91-5.1?  Save me some printing costs :D
GalakStarscraper

mattwakeman wrote:
GalakStarscraper wrote:
That and a modification to the throwing challenge to also make the game a bit quicker and less pull your hair out.  

Galak


Good change that but there is a typo there. It says in the results box, 'Get the exactly the number of successes needed'. The first 'the' is obviously redundant.
Thanks .... I'll get that fixed.

Tom
antipixi

Just read through 5.1 and have a couple of observations:

1. On page 5 the description of being down refers to a successful get up challenge. If I have read it right then the challenge no longer exists.

2. Would it make sense that if a dazed player doesn't have the jog to get up, that they can use an action to become down? Not sure how much difference this would make, but wondered what people thought.

Generally, the changes look good. :-)

Chris
GalakStarscraper

antipixi wrote:
2. Would it make sense that if a dazed player doesn't have the jog to get up, that they can use an action to become down? Not sure how much difference this would make, but wondered what people thought.
There are only three reasons this could happen.

1) You became Dazed during your action (not sure if this could happen) ... but then staying Dazed is fine.

2) You are being covered by enough opponents to remove your Jog to stand up.  In this case ... those guys are putting the boot into you so I doubt you are becoming undazed.

3) You somehow have suffered injuries in league play to lose enough Grit or Jog to stand up from being Dazed without team-mate help ... in which case ... WHY is he still on the team?

So I'm fine with all 3 of those.

====

As for the typo ... Lines had caught that ... I need to get a new copy of 5.1 posted with the typo fixed.

Tom
antipixi

Thanks for the quick response Tom. Those reasons make perfect sense. So much so that I feel slightly ashamed that I didn't think of them myself!

Chris
brownrob

I dont know if its been mentioned yet, but the getup challenge is still based on dice on the reference sheet, or maybe Im wrong? Its supposed to be 5-grit for down and 8-grit for dazed?

5.1 is a load of fun, we should get a little more background and original fluff in though, any background ideas Tom?
GalakStarscraper

brownrob wrote:
I dont know if its been mentioned yet, but the getup challenge is still based on dice on the reference sheet, or maybe Im wrong? Its supposed to be 5-grit for down and 8-grit for dazed?

5.1 is a load of fun, we should get a little more background and original fluff in though, any background ideas Tom?
I'm behind getting everything loaded to the website.

I'll try to do that this morning.

Galak
bouncergriim

I know a list of changes was mentioned somewhere, but for the life of me I can't find it.

So as I see them the changes from 4.9 which is what I learned on are:
1. Get up now automatic 5-grit or 8-grit down/dazed respectively
2. Clarified "benched" injuries
3. Passes are automatically caught if one more success is earned than needed.
4. And some skills were adjusted to compensate for the changes.
...Any others that I missed?...
GalakStarscraper

bouncergriim wrote:
I know a list of changes was mentioned somewhere, but for the life of me I can't find it.

So as I see them the changes from 4.9 which is what I learned on are:
1. Get up now automatic 5-grit or 8-grit down/dazed respectively
2. Clarified "benched" injuries
3. Passes are automatically caught if one more success is earned than needed.
4. And some skills were adjusted to compensate for the changes.
...Any others that I missed?...


Handoffs are automatically caught if number of successes needed is rolled.

and

the 2 new introductory rules in the Optional rules area

Galak
Cephalopod

Just a quick note based on play experience:

The updated rules for standing up are fantastic, and help keep the game moving. I wholeheartedly approve.

I think we're a point now where I can start a local league up (once I get a few bound copies of the 5.1 rules printed).
GrumpyGrizzly

Hi Galak,

I know I've dropped off the site lately (trying to get a journal article written for a slave driver of a professor   ). But I got a chance to play with the new rules.

You definitely fixed the thing that I hated the most, get-up challenges. The game plays faster now than ever and is just about perfect in terms of pacing for me.

I didn't mind the original rules about catches. But it this rule makes it easier to get a ball to a big mean low skilled guy by passing. More players with the ball is a good thing. I'm going to miss the amount of momentum that I could build in the pass/catch game between two high skilled players (Sarcos!).

Overall definitely a good polished version.
Darkson

Quick question: is 5.1 the rules you now get in the box?  Might be a good excuse to get a second set.
GalakStarscraper

Darkson wrote:
Quick question: is 5.1 the rules you now get in the box?  Might be a good excuse to get a second set.
Yup ... 5.1 ships in the box.

Galak
GalakStarscraper

Cep and GG .... thanks for the feedback.   I'm not a big fan of constant rules tweaking.    But I could tell from the reviews that we HAD to speed things up.  I really think with the 5.1 rules we have a game that plays at the speed of a board game you can sit down and battle out without taking all night.

Galak
Lychanthrope

My thirteen year old and I have played twice and like the way it plays.  A couple of more times and we should have the dice rolling down enough to get the games done in the time you are looking at.  We are still using the two rec short cut rules too.  I find that she could easily handle the star as a conditional after only two games, but the new faceoff is really nice!

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