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brownrob

Post your house rules here!

Just thought I would compile all the custom house rules that you use in your games and make them into one easy reference guide.

This could also be incorporated into a fluff book with famous teams and legendary matches etc, as Ive said before, the game is sorely lacking in fluff, but IMHO is probably as good as, if not better than other FF games, better background will help

What about rivalries between races?

Obviously some are easy to pick out, like Black Rock vs Thunder Hammer, Night and Timberline

I could see a possible rivalry between Siringit and Sarco, while I can see Divine Wind rivalling everyone, full of honour, being haughty, towards other races and even other Divine Wind teams.

If it was good, then I guess it could be posted on the site as a free download, or you could pay Impact to print it and bind it in nice paper, every penny helps the Sarco team get sculpted faster? Right? ;)

Skills

Chip Kick (Skill/Advanced) [antipixi]This player has developed the technique of kicking the ball high in the air and then chasing it down. Instead of a throw challenge once per action the player can delcare the he/she is chip kicking the ball. Work out the chip kick as if it were a throw in all aspects except that the ball does not land and therefore cannot be caught until the end of their opponents next action.

I put this as an advance skill so that only dedicated players will gain it. I think that it adds another tactical edge to the game without seriously disrupting the flow.

I intend to try this skill out, but I wondered what others thought. I know that it's only going to be a house rule. But I thought that I'd share it just incase anyone else wanted to give it a go.

Grubber Kick (Skill/Advanced) [brownrob] This player has the ability to kick the ball along the ground and the use the disruption as opposition players scramble for the loose ball to dodge through behind the ball.

Once per action the player may make a Grubber Kick challenge.

Code:
Grubber Kick
-------------------------------------------
Attribute: Skill
# of successes needed: 1
# of paces needed: 1
-------------------------------------------
Each adjacent standing team-mate forward facing your player: -1
Each adjacent standing opponent forward facing your player: +1
-------------------------------------------
Flop: Ball bounces 1 pace in a D6 direction from the Thrower's position. SiM.

Not getting the number of successes needed: The ball travels the player's Might +2 paces, starting with the hex directly in front of the kicking player. For each hex the ball enters roll to see which hex the ball will move to;

            (3-4)
               _
   (1-2)   /     \   (5-6)

Where the (3-4) direction is the same as the players front facing when the ball was kicked.

Getting the number of successes needed or more: The ball travels as above and once the balls final position has been determined, as long as the player follows the path taken by the ball he/she may spend momentum counters to reduce the number of successes needed for any disengage rolls to a minimum of 1. Each counter spent lowers the number of successes needed by 1.
--------------------------------------------

If the ball enters a hex containing a white line it bounces D6 paces in a random direction as normal.

If the ball enters a hex containing a player they may attempt to a catch challenge requiring 1 additional success owing to the awkward bounce of the elfball. If an opposing player catches the ball a SiM happens immediately.
Dark Lord

I'll post mine soon. I have a lot (we don't use all of them every time tho) and I'm super busy right now.

Short list:
We use chess clocks (45 min ea) or we use my card system.
We use secret weapons (tho nobody has bought one yet)
We change disengaging
We give a bonus Goal Point to the one who scored the goal.
We allow standard positionals to be traded.
mattwakeman

Out of interest DL is it just for balance reasons that you only allow standard positionals to be traded?
Dark Lord

Well we don't have any duplicate teams so no other positions can be traded.

So I guess to answer your question, yes, it's for balance that we won't allow a Black Rock Dwarf Team to have a Widowmaker.

Only Throwers, Strikers, Safeties, Hunters etc may be traded. As well as cheerleaders, potions and all of that stuff.

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