This can be useful if the player is out of roads. The road is returned to the player's out of play pieces. Option: A player can choose to remove a road. The Standard Rules states that once played, a road remains for the remainder of the game. On a 10 the normal effects of a "7" on two dice is used. Roll a ten-sided die instead of two six-sided dice for determining which hexes produce resources. Option: Use number chits from 1 to 9 in sufficient quantities to apply to the land hexes. The Standard Rules provide that some number chits are more likely to occur than others. Option 2: A player with an unexposed army can immediately play the army exposed, pre-empting the play of Pirate or Bandit, and allowing that player to place that token on any hex except the hex where it started or any hex that was pre-empted this turn. The used army either may or may not still be counted in the most army calculation. The effect this has is that the settlement or city is totally unaffected by the effects of the Pirate & Bandit. This can be done with a chip or other marker placed under the settlement or city. Option 1: Permit a player to deploy an army permanently in a settlement or city. The Standard Rules provide for no defense for a city from the effect of Pirates & Bandits. Option 2: If using the bribing of Pirate & Bandit in the Pirate & Bandit Expires Option, when one is bribe, if will move instead as list in option 1 or removed if the rolled hex is invalid for the token. If the move is not applicable, such as the Pirate on land or the Bandit at sea, the token does not move. After deciding which roll corresponds to each surrounding hex, roll one die and move the token to the rolled hex. Option 1: On a roll of "7" whichever of the Pirate or Bandit is not moved may move to an adjacent hex. The Standard Rules do not have the Pirate & Bandit moving except as directed by the players. Option 2: Allow the Pirate & Bandit to be bribed to leave, by giving the desired Pirate or Bandit 2 or 3 resources and removing them from the board. Option 1: Allow the Pirate & Bandit to expire after adversely affecting a player a number of times like 1, 2 or 3. The Standard Rules state that the Pirate & Bandit stay in place until moved. Option 2: Allow any mixture of resources to be traded at the standard rate plus an additional resource. Option 1: Allow any mixture of resources to be traded at the standard rate. The Standard Rules requires that the 4 (or 3 with a port) resources traded be the same to receive 1 of your choice from the bank.
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