Friday, March 18, 2011

Skip Meals Light Headed

: Hamunaptra, review and

After trying Hamunaptra (and being beaten on both occasions by my girlfriend) I must say that my first impression was correct: game is a fast, simple and very entertaining. After the first game, somewhat slower as we familiarizábamos with the system we play another went very smoothly and it took a mere 30 minutes. We found several interesting aspects on the one hand it is very fun place obstacles and change the path of the opponent to obstruct their way towards the exit, and one that can be lethal against enemy emboldened to launch without measuring our forces.

The biggest advantage I've seen Hamunaptra , at least for my taste, is giving rise to expanded rules "of the home with ease. Before starting should visit the Extras section of the web dedicated to Hamunaptra Edge Entertainment, since it can download a PDF of "Frequently Asked Questions." There are a couple of pages to resolve doubts and made several additions to the regulations that are worthwhile.

RECOMMENDED OPTIONAL RULES
Of all the optional rules involved, both primer and in the FAQ, there are some that greatly enhance the experience and I would include without hesitation.
  • monsters Movement: This rule allows monsters to move 2 squares per turn, perfect to put some more pressure and force the players to have more action. The fact that they are the very players who move alternately every monster in the direction that interests them adds a little more competitive (and possible revenge).

  • Confrontation between players: is logical that players can fight each other, even in large groups, if it is not care, the cast of characters may cause some unbalanced situations.

  • victory points defeated monsters and traps: The game encourages everyone to be directed towards the exit at full speed, dodging traps and monsters. Giving victory points for each contest are encouraged passed another strategy game, especially if instead of 1 point is awarded 2.

  • Disposal tabs: Indispensable to avoid the problem of running multiple shifts blocked with useless cards in hand.

alternative rules
was inevitable that from the official rules arise other alternatives to a little more detail the game. The degree of complexity added is minimal and I think they can serve to enrich and enliven.
  • Treasure Houses: Early in the game separates one room per player, choosing those that come marked with a sarcophagus, the eye of Ra, etc. They are in a random point of the table between the entrance and the area where the stairs will end. In each place an object (the ideal is to start in the scrolls). The player that reaches the room is done with the object, which provide 2 points of victory.


  • objects associated with a character: When the player places an object on the table must declare which character leads. This rule adds difficulty but it is more realistic to have a pool of objects and select the time for the confrontation that we are interested. If you use the rule of "Treasure Houses", the character who comes into the room will be kept by the object. If the character dies the object will be in the place where he died and may be picked up by anyone passing by.

  • Special Skills: This is a rule to be developed. To differentiate the characters traits can be granted based on their appearance and skills according to their profession. For example, size, which by default would be Medium, fewer children and monkeys that have small (it would use the following rule, Cracks in the walls). Weapon , which by default would be Melee, except those appearing carrying pistols or rifles (with the rule would be used Firearms). Among the possible skills would Treasure Seeker (which would allow the character to load two objects), Mummy Hunter (which would give the character an extra die when faced with such monsters), Protector of the Pyramid ( which would the character the ability to ignore a monster and a trap game), Desactivator Traps (which would give the character an extra die when faced with one), etc. This list is just an outline, should be complete and test your skills in a game to see if they are really useful or unbalance the game.

  • cracks in the walls: This rule would require at least a dozen new boxes that represent cracks or grooves cut into the pyramid, perhaps by grave robbers. The cracks begin adjacent to any existing tunnel and would create "shortcuts" between them, avoiding traps or creatures. Your only limitation would be that the characters could only use small (and cute boys). No Medium-size character, including monsters, might be followed by them.

  • Firearms: The characters carry guns will use them to attack creatures (or characters of other players) up to 2 squares. This attack can not be returned, unless the opponent also counts with firearms. Characters can not move and shoot in the same turn. This rule would have to test it thoroughly to see if it is potentially destabilizing.

  • Tables
  • alternative points of victory: More than one rule is a suggestion. The original distribution of victory points awarded to players who reach out first with more characters. Allocating more points to other aspects can get different styles of play, eg treasure hunt (if there are 2 or 3 points per object), hunt monsters (if there are 2 or 3 points per monster), exploration (if gives 1 point for each room or section of it free), etc.

0 comments:

Post a Comment