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| City: | Harrisburg  | | Personal Data: | Male, born: December 29 1973 | | Membership | 12years 254days ago. | | Last Login | 3years 228days ago. | | Last Move | 3years 233days ago. | Lufbery is currently  | Send a mail to Lufbery |
| Message header | Area/Game: | Blue Max | | Topic: | Suggestions, improvement, critics | | Subject: | Spins? | | Posted by: | Lufbery - 12years 209days ago. |
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| Message text Hi all,
My actual copy of the Blue Max board game is the 2nd edition. That copy has players check for a spin when (1) there is any wing or tail damage, and (2) when a plane stalls (moves 1L1, 1S1, and 1R1).
In those rules, the plane stalls on a roll of 5 or 6, or if the pilot is a novice, on a roll of 4, 5, or 6.
I like the spin rule because it makes using the stall moves a bit riskier -- it's not a free move, but it can be used strategically.
Anyway, I finally read the rules as they're implemented here and noticed there are no spins. I can guess that spins were not part of the first edition rules (just as altitude levels weren't in the first edition).
For whatever it's worth, I suggest adding spins as part of the advanced rules -- especially if altitude is implemented in the future. Spins add a neat dimension to the game.
Regards, -Drew |
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