Subject: Fw: Battle Cry-House Rules
Date: Thu, 27 Apr 2000 07:45:59 +0100

Louis Wainwright <wainwrig@ntrnet.net> wrote in message 
<3ZJN4.62$qv5.890@news-reader.ntrnet.net>...
> After playing a number of games of Battle Cry at the gathering our group
> game up with changes to two cards.  The goal of these changes it to 
> 'flatten' the card power distribution. 
> 
> All-Out Assault:
> Current - Activate all of your units.
> Revised - Activate any four units (Independant of region)
> Reason  - Simply put, over half the stories I heard about plays of this
> game involved this card.  It is at least twice as powerful as the next
> strongest card in the game.  Activate any four gives it a unique ability
> and leaves it as the most powerful card in the game.
> 
> Skirmish(s):
> Current - Activate one unit in a given region (region written on card).
> Revised - Activate one unit anywhere.
> Reason - Skirmish is just too weak as written.  It is the 4th most powerful
> version of the same card (Activate All, 3, 2, or 1 in a region).  It is
> also less common in the deck than the activate 2 or 3 versions.  The
> revision still leaves it slightly less powerful than a Probe (move any 2)
> IMHO, but it brings it very close.  Plus the increased versitility makes
> it more interesting.
> 
> Overall Battle Cry is a fantastic game.  It has a lot of luck, but with 
> these card changes I found the luck to be fun rather than frustrating.
> 
> Lou