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 Post subject: Home Invasion/Takeover
 Post Posted: Sun May 04, 2008 7:38 am 
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Joined: Mon Apr 28, 2008 11:21 am
Posts: 11
Race: Unaligned/None
Cost: You decide

Gain control of target building if you have 2 more friendly units/buildings units than the number of unfriendly units/buildings adjacent to it.

The building gets 6 (pick a number) control (or whatever you want to call them) counters.
Remove a counter at the end of each round.
Remove an additional control counter for each friendly unit greater than the number of unfriendly+1 units adjacent to the building at the end of the round.

Counters to be removed at end of the round:
If Friendly - (Unfriendly+1) > 1, then remove 1 + (Friendly - Unfriendly) counters at end of round. Otherwise, remove 1 counter at end of round


For every control counter, reduce the building's vision by 1 (meant to reduce the area it controls).

Use friendly and unfriendly so you don't have to go back and change it for team games.


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 Post subject: Re: Home Invasion/Takeover
 Post Posted: Sun May 04, 2008 9:30 am 
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Joined: Mon Mar 31, 2008 9:55 pm
Posts: 716
Location: Moscow, Russia
Sounds interesting.
AnotherMrE wrote:
Race: Unaligned/None
Best fit to Mountain Folk. Need second MF domain level.
AnotherMrE wrote:
Cost: You decide
About 4 points.
Type: enchantment
AnotherMrE wrote:
The building gets 6 (pick a number) control (or whatever you want to call them) counters.
4 counters.
AnotherMrE wrote:
Remove a counter at the end of each round.
No, remove only
If Friendly - Unfriendly > 2 (same as yours), then remove (Friendly - Unfriendly - 1) counters at end of round. Otherwise, remove 0 counter at end of round or restore if (Friendly - Unfriendly) < 0. If counters become more than start value enchantment removed. Remove at least one counter each turn is bad because building can't be saved at all.
AnotherMrE wrote:
For every control counter, reduce the building's vision by 1 (meant to reduce the area it controls).
Hm, not sure that it's necessary, but why not.


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