Lets talk about the rule modifications we made, we added 5 addition rules.
Storms- A storm is very dangerous. A storm occupies a single tile and
damages that part of the ship during the turn. A storm is moved every full
round (after all players have went). To determine where it went, players roll 2
D10’s and whatever the result is, the storm goes to that tile on both sides.
Cruise
Missile- Every player gets three cruise missiles
and can use them during the start of their turn instead of a regular attack.
When using a cruise missile, a player announces a ship they wish to attack; they
do not need to have previously hit the ship. A player rolls a D10 and if the
result is 6 or greater, they successfully hit an undamaged part of that ship.
If it is 5 or lower, they miss and it is the next players turn.
Movement- Every turn, a player can choose to move. When moving, a player can
move 1 ship either three squares up or three squares down. Or, a player can
choose to take up all three movements and rotate their ship along either end.
Repair
crews- Every turn you can choose to repair a section
of a ship. You simply state you are using a repair, and repair a single tile of
a ship. You have a total of 5 repairs you can use.
Carpet
Bomb- As long as your aircraft carrier is still up;
you can choose to do a carpet bombing run. When doing a carpet bomb, you select
a single vertical line (a line facing both players) and you hit every tile
along that line. You only hit the tiles
on your opponent’s side. You can only do this once.
Now some fast paced action pictures...
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