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Author Topic: Re: Fixing the Site Path  (Read 1 times)

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August 26, 2009, 09:22:21 am
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ket_the_jet

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Re: Fixing the Site Path
« on: August 26, 2009, 09:22:21 am »
You could design sitepaths WITHOUT decks. You come up with X sitepaths, and at the start of every game, the player who goes second gets to chose thesitepath you'll be using for the game (after all, under regular situations, the first player would be walking down the second player's sitepath. Also, notice that with this idea, you can use even pre-shadows sites, by reducing their twilight number by 6 and applying the Region rules.

That would be like the Race to Mount Doom tournament before (If I remember correctly) Mount Doom came out. All the sites were already named and had keywords, ex:
1-Bag End
2-Rivendell
3-Bridge of Khazad-Dum, Underground, Battleground (and, for some reason, sanctuary)
4-Rohirrim Plains, Plains
5-Helm's Deep, Battleground
6-Pelennor Field, Battleground, Plains
7-Osigiliath Crossing, River
8-The Black Gates, Battleground
9-Mount Doom, Mountain, Battleground

I think it was something like that.

I came in fourth place in the previous tournament, so I got fourth pick at choosing a site and what it's game text would be.

The first place guy picked site nine and his text was:
Shadow: Play a Nazgul from your draw deck or discard pile; it's twilight cost is -5 (limit once per turn).

I thought that kind of sucked (although every deck should have at least one copy of Shotgun Enquea). I don't remember what I made mine. Something to do with each time a possession is played at that site, I think at Helm's Deep. Or maybe not healing (which was pretty original because Steward's Tomb hadn't come out yet!)
-wtk