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Semi official House Rules
By Chanoko#1427 July 09, 2014, 20:16:14While playing with some friends, and bored about all of the same teaming or same tactics we have thought in a semi official house ruling for our plays.
Recently we're having few time to play so instead of just testing rules while playing, I want to share some ideas for all of you to feedback about some pros and contras. This, knowing some basic things about the game intentions; we know the HP isn't high in average for the game being fast, for example.
Also, if you have something to add we're glad to receive it, could it be general rule or individual card.
That said, here are our points, that has to do with general stuff:
1- The game tries to boost tactic against luck, but that doesn't mean some moves should be just yes or yes: Any spell of an enemy token, that causes injuries, should end in the placement of, at least, an injury marker in order to place any other marker that the spell could cause.
2-Farming kamas to boost a single member isn't the whole problem, is the ability to teleport the reward instantly to the one who need it: The Krosmaster who buys a reward keeps the reward. As long as it is faced down, it could be passed to an adjacent Krosmaster for 2AP
I have more but I'll post them as soon as I organize it, so, what do you think? Please post feedback and house rules as you like
*Edited based of some friends good points*
Recently we're having few time to play so instead of just testing rules while playing, I want to share some ideas for all of you to feedback about some pros and contras. This, knowing some basic things about the game intentions; we know the HP isn't high in average for the game being fast, for example.
Also, if you have something to add we're glad to receive it, could it be general rule or individual card.
That said, here are our points, that has to do with general stuff:
2-Farming kamas to boost a single member isn't the whole problem, is the ability to teleport the reward instantly to the one who need it: The Krosmaster who buys a reward keeps the reward. As long as it is faced down, it could be passed to an adjacent Krosmaster for 2AP
I have more but I'll post them as soon as I organize it, so, what do you think? Please post feedback and house rules as you like

*Edited based of some friends good points*
Respond to this thread
Rule 2 I can agree with some. It would discourage against having a low level token in the back as a shopper, and push the krosmasters to the front lines. I would imagine most Kros would buy their own Demonic Rewards, but there is some value to spending 3AP on a weaker Champion's turn to transfer a good reward to a stronger one.
We wanted something that can nerf that part of the game where debuff is a fact. It is too predictable but nobody can do anything about, then by result, abusable. Only solution for that is to house rule the cards by separate too... Well, too bad.
Thanks for the feedback, it's good you liked the 2nd one. Hope more people get interested on this.
Since your goal is to make debuff more luck based than guarantee Rule 1 may meet your goal but I felt it made these spells too unappealing. Most of these abilities have a cost around 3-4 AP because of the extra effect, so I don't think it would be a good idea to use that spell when you could just hurt the enemy in most cases.
Option 1: Reduce the AP of these spells by 1 with Rule 1, so that when the chance isn't on your side you won't lose as much.
Option 2: Make the side effect based on Lock/Dodge rolls for success with Lock as offense and Dodge as Defense. I would think this could work in two ways.
2a: Roll a Second time for the Effect. Ex. Nox is given Lock and uses Time Theft on Yugo with Armor. They first roll for damage which results in 0, and then roll for the AP Steal with 1 Lock and 0 Dodge for a successful debuff.
2b: Add an extra die to the damage roll for the Lock and Dodge Powers, but with a max of 2 on both Damage and effect. Ex. Nox has Critical and Lock Powers and uses Time Theft on Yugo with both Armor and Dodge. Nox Rolls for 3 Critical and Yugo gets 2 Armor and 1 Dodge. With the max of +2 to Damage, we see 0(spell damage) +2(Critical Roll Max) -2 (Armor Roll) = 0 Damage and 0 Lock and 1 Dodge so the effect is negated.
For 2b the 2 useful roll max affects all powers (Critical, Armor, Dodge, Lock) in this instance. In the event of a tie (ie. 1 Lock 1 Dodge,) I think the effect should activate since it's easier to get Dodge than Lock, but that can be left to the players.
All of these suggestions are for Spells with 0 Damage and apply an AP or MP debuff, I don't think they should be used for 0 Damage and Damage modifiers (Sword of Just), or Armor Piercing & Life Steal. They could be used for Push/Attract, but again I'll leave that to the players.
I hope this helps.