anyway.



thread: 2006-05-23 : The yellow dice rule

On 2006-05-23, Ninja Monkey J wrote:

The pile of yellow dice on one particular turn (a bunch of 2s, 3s, and 4s, if I recall, and I kept getting 4+ attack rolls) was getting really unwieldy. Since they go away next turn anyway, it's pretty valueless to do that ??? there are only so many things you can do in a turn anyway.

Trading up the yellow dice is important because multiple yellow dice would pretty much make defense impossible. Sensors would be overwhelmingly cheap for their effectiveness. It makes fictional sense, but I think they would be the best dice to have, and that's not what the game's about. I prefer it to be something you invest in strategically, rather than an obvious choice.



 

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