Post by stanshinn on Apr 15, 2019 5:12:09 GMT
So I'm playing GF:F during lunch at work one day a week. Even with low point costs (200 pts per side) we struggle to get done in an hour, so I'm considering some house rules to speed up gameplay. Would love to get your feedback on these ideas, plus any others you have. We're playing on 22" x 30" mat sizes, with a 3" deployment zone on the shot sides. Here's rules I'm thinking about:
1, One side sets up all the terrain (instead of taking turns) ideally before all players arrive, and then you either (a) let the other side pick which side to deploy on, or (b) roll to randomly get your deployment side.
2. Am considering pulling in the Apocalypse rules from the full rulebook (Tier 3 supporters access it I think).
3. Use a 1 minute sand timer for each unit activated. On each turn, you have 1 minute to move, attack, and then your turn ends at the one minute mark (if you've declared your attack and rolled, the defender's time to resolve defense roll is not counted in the 1 minute). Pre-measuring is allowed and encouraged before your turn, and rules questions should be asked before your activation starts and do not count towards you one-minute allotment. If your time ends, your activation ceases even if you haven't moved or attacked.
Thoughts on the above? Any other ideas to speed up play?
We've only played two games and I'm sure things will speed up a bit as folks learn the rules better, but alternating terrain setup and the time sink of analysis paralysis during activations are two areas I feel take noticeably longer than needed, at least with some of the analytical type players we have in my game club.
Side note: on a 22x30" battlement, you sometimes have to reduce the number of objectives given the constrained space, so I'm looking for a new rule on that as well.
-- Stan
1, One side sets up all the terrain (instead of taking turns) ideally before all players arrive, and then you either (a) let the other side pick which side to deploy on, or (b) roll to randomly get your deployment side.
2. Am considering pulling in the Apocalypse rules from the full rulebook (Tier 3 supporters access it I think).
3. Use a 1 minute sand timer for each unit activated. On each turn, you have 1 minute to move, attack, and then your turn ends at the one minute mark (if you've declared your attack and rolled, the defender's time to resolve defense roll is not counted in the 1 minute). Pre-measuring is allowed and encouraged before your turn, and rules questions should be asked before your activation starts and do not count towards you one-minute allotment. If your time ends, your activation ceases even if you haven't moved or attacked.
Thoughts on the above? Any other ideas to speed up play?
We've only played two games and I'm sure things will speed up a bit as folks learn the rules better, but alternating terrain setup and the time sink of analysis paralysis during activations are two areas I feel take noticeably longer than needed, at least with some of the analytical type players we have in my game club.
Side note: on a 22x30" battlement, you sometimes have to reduce the number of objectives given the constrained space, so I'm looking for a new rule on that as well.
-- Stan