You must contact me at-JUSTINHEYES@SBCGLOBAL.NET-to agree on a scheduled game or games. If I'm busy, I am sure that we can get a game going soon.
Must predetermine if we play for pinks, meaning the ability to take an opponents cards home with you, must determine an object to visibly place on the game/chessboard which will make it obvious to all players...no whiners- any suggestions??????
START- One character card per square with one support card underneath, each with an appropriate miniature and health die on top. If you have a Young Jedi box and have what I call link cards, such as, " We wish to board," or have the Versus cards such as, "Equipment," or another card that is "link able," you may add another support card to each character/per card. If you have any card from the list on the WHAT YOU NEED page that has a picture of a horse, horses, an elephant, like in Lord Of The Rings, and or anything we can agree on with, can also be placed underneath and become a second link card. That means those cards can add one more support card to each character. Each character moves three times unless stated or if a support card helps. Easy enough?
I have not started with mana on the board, but we can! It would take away from the support card position. Maximum 10 mana cards. They are to be played as you would in a game like Magic the Gathering, tapping and untapping. Each character moves three times unless it has a support and with or without mana. Mana will give a or many characters more movement. Any bonus on a land card is accepted. When all mana cards are tapped in a round, you may use them independently or with that maximum adding cards to the table. There is also 1,2, or 3 spaces on the support row for long range attacks such as,"Mana Destroyer","Rod of Ruin,"or "Shield/Antidote," cards. So like I said, I haven't started with them but you can also start to earn cards as in a game of chess, when you make it to the opposite side of the board with a character and earn bonus cards to be placed any where you want.
Support cards are able to give each character an added bonus. An example of that would be a attack or defensive bonus on a roll, an extra move, sorcery or even distant attacks...etc.
Character cards have health, experience, and damage. No health limit, but I have cards that have question marks where the health is located to equal any character. 1991 D&D set. Most character cards are easy to read. Teleporters are allowed only on the Black versus set, unless said. They are not starting cards, they are teleported when a player taps all four mana at the same time. They do not have support cards and can teleport anywhere on the map. They are unable to queen and gain that bonus. Engineer characters such as R2-D2 can carry a payload. I use R2 with a thermal detonator card and have him plant it on the board turn around, come back, tap 4 mana, and grab another bomb or fog card from mtg to place somewhere else. Obviously some character like that can also defuse the obstacles with a sithdroid card. Teleporters can sacrifice themselves on booby trap cards just once then they are gone. Ships, which are in the 1991 D&D set, I have not used before and would appreciate if someone said yo, so I could try it out.
Most games that a friend and I did would take about two hours, this is a much larger board and could take longer. Most people are good at discussing the rules and facts and what not, I am expecting my first child, so the living room might be where we play. 1,2,4 or multiple players per team would be great!