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Ditto wrote on Thu, May 15, 2003 09:56 PM UTC:Excellent ★★★★★
I created my own board for this game several years ago, and a friend and me
became very good at it ... games between the two of us could go for hours
... (and it wasn't any problems double-checking moves!!)  hehe

It's a VERY complicated game ... and takes a while to learn, but is a
load of fun to play.  I use Ral Partha miniatures for my pieces ... (gotta
be careful of those big, bulky dragons, though).

My suggestion:  2' squares ...  I used 1.5' and space is a little tight
for the larger, airborne pieces ...

I also used 1/2' plywood, and 1/4' rerod for the supports.  A couple
washers and nuts on the rerod to secure each board, and wooden 'foot'
for levelling and stabilization, and this sucker goes anywhere!!  (I took
it camping once, and set it up on rough, uneven ground ... worked like a
charm . hehe)

As for the the fixes to the 'problmes'  mentioned .. I just wanted to
offer my 2 cents:  don't fix them.

I'll go through the fixes, and the problems with each fix:

'the Dragon problem'
The 'Fix': no orthogonal movement for the Dragon.
The problem this causes:  Weak spot at: 1g2 and 1g7 ... 
Consider these moves:
1) 1k1-1i4   ...
2) 1i4-1g7 

I take either a Mage or Paladin for a Griffon ... done deal.

Oh, and as a note ... in all the games I've played, anyone who started
off with a 'Dragon Rampage' ... has lost the game .. every time ... ;)

'the Dwarf Problem'
Fix: Change the move on the middle board to move backward's, not
sideways.

I don't have a real pickle with this one .. but for the record:  In the
dozens of games I've played:  The dwarves have NEVER reached the back
rank ... and besides .. they can still threaten above them ... so they're
still a threat ...

'the Sylph Problem'
Fix: Change the startup of all the pieces ...

Don't do this .... first off, the Sylphs and Dwarves are *supposed* to
start on opposing squares, not above/below each other, secondly you've
totally exposed holes in the defences which are so much easier to work on
...

On the new grid, take a close look at:
1f3 -> Paladin = checkmate
1f2 -> Griffin = Cleric or Mage
2b2, 2d2, 2f2, 2h2, 2j2, 2l2 -> weaker than before, no sylph/dwarf
protection
now you have to realy completely on:
2b2 -> Hero at 2c1, Basilisk at 3b1
2d2 -> Hero at 2c1 (double shift) ;), Cleric at 2e1
2f2 -> ... well, ok, this one's *more* protected .. ;p
2h2 -> Thief, Mage, Paladin (Mage and Paladin are pretty big pieces to be
protecting warrior!!)
2j2 -> Thief at 2i1, Basilisk at 3j1
2l2 -> Oliphant at 2l1!!!  This guys weak, and no way to get to it
easily!!

I don't know .. maybe I'm just old-fashioned ... hehe

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