Just a few notes on these scenarios:
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Recommended House Rules: I play with only one house rule:
the Demon should cost 6, not 5. With his powerful spell, the Demon is almost
certainly undercosted.
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Feedback: Please send it to c_farrell@mac.com
.
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Bidding: As a balancing mechanism, allow players to bid for sides.
Since all these scenarios require the player to purchase their initial forces
with gold, simply bid how many GP you are willing to give up from your initial
forces to play the preferred side. Each player selects their preferred side; if
they both pick the same side, bid GPs to give up from the starting allotment.
High bidder gets the preferred side. A similar approach is also recommended as
a handicapping mechanism (i.e., a more experienced player could voluntarily
decide to sacrifice 10GP as a balance).
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Note on House Rules: As with Victory, house rules abound for Wizard
Kings. All I would like to note is that these scenarios have been tested
without any particular house rules, except (of course) as noted in the special
rules section. While you are invited to play the game any way you like, be sure
to consider how various house rules (or optionals, such as the counterspell)
may impact the balance of the scenarios.
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Limits on Chaos Units: While I think the Chaos units are a
great addition to the game, if you got a couple of extra packs of the Chaos
units plus the new Werebeasts, you can end up with quite a lot of Chaos units
in each army (15+). This is not necessarily a good thing. I'll therefore be
going back over the scenarios to add "Chaos Pool" limits where necessary, which
will be the number of Chaos units a player may select for use in a scenario
from the total available.
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Chaos Units: I highly recommend an extra pack or two of the Chaos units,
as this will give the game an extra kick of flavor and uncertainty. I
use two extra packs of Chaos units, although I plan to add some more
actually to give every army access to some really big units. What follows is
how I have my Chaos units distributed. When distributing the Chaos units in a
package amongst the various armies, I have three recommendations: firstly, the
only way to cause serious problems is to distribute them so as to give one Army
a preponderance of creatures with capabilities that they don't already have,
perhaps giving Khurdak 4-6 War Dogs or somthing. Secondly, make sure to give
the armies that lack a decent, general-purpose directed damage spell on their
Wizard spell list one or two Chaos units that fill this game, perhaps a
Gargoyle or Cockatrice. Thirdly, make sure to spread around the really huge
creatures (Dragons & Demons mainly) - one side will rarely be able to
field more than one anyway. At any rate, here is what I've done; beyond
this, I've tended to focus just on what themtically "fit" (more or less).
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Eldryn: Centaur, Cockatrice, Dryad, Griffin, Hippogryph, Mermaid,
Nessie, Pegasus, Spider, Undine, 2xUnicorn, War Dog.
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Frekin: Centaur, Cockatrice, Demon, Gargoyle, Hippogryph, Mermaid,
Minotaur, Spider, 2xWar Dog, Wyvern.
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Jurlak: Centaur, Demon, Dragon, Hippogryph, Kraken, Manticore,
Minotaur, Pegasus, Spectre, 2xSpider, War Dog.
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Khurdak: 2xGargoyle, 2xGriffin, Harpy, Hippogryph, Manticore,
Mermaid, 2xMinotaur, Nessie, Undine, Wyvern.
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Mortod: 2xCockatrice, 2xDemon, Dragon, Gargoyle, Harpy, 2xKraken,
3xSpectre, Spider, Wyvern.
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Viksyn: 2xDryad, Griffin, 2xHarpy, Kraken, Manticore, 2xMermaid,
Nessie, Pegasus, Undine, Unicorn.
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Wildryn: Centaur, Dragon, 2xHarpy, 2xHippogryph, Kraken, Manticore,
Mermaid, Minotaur, Nessie, 2xPegasus, Undine, Unicorn.
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The Wizard Kings logo & box cover are, of course, copyright Columbia Games.