Proposal: Adjusting Defeats
Fails at 1-7. -Purplebeard
Adminned at 23 Jun 2011 01:18:19 UTC
In the rule “The House”, replace
The former owner of the removed Plot then receives a new Plot that is immediately below a random plot, and then DICEX, DICEY and DICEZ are rolled, where X, Y and Z are the farmer’s Sun, Wood and Juice respectively. Their resources are then set to the results of the respective dice rolls.
with
The former owner of the removed Plot then receives a new Plot that is immediately below a random plot. The former owner’s Sun, Wood and Juice are then set to 75% of their previous values, rounding down. Any Zombies owned by the former owner of the removed plot are destroyed, unless the owner is the Landlord. Zombies destroyed in this manner are not considered to be destroyed for the purposes of the rule “Zombejuice.”
If any player’s cellar contains an Unfueled Jeep, that player loses the Unfueled Jeep and gains 100 wood.
If any player’s cellar contains an Fueled Jeep, that player loses the Fueled Jeep and gains 100 wood and 25 Juice.
From “A Bit of Renovating”, remove the subrules, “Unfueled Jeep” and “Fueled Jeep.”
Being defeated already means losing all your crops and having a Defeated value of 1. This gives Defeated players a more realistic chance of recovering, and removes the arbitrariness of using DICE. It also removes some possible sketchiness around deliberately losing your House right before destroying someone else’s house, and adds the ability to strategically attack Farmers to protect your Plot. This and the extra maintenance effort involved is why I didn’t solve the Sketchiness problem by giving the Zombies to Yoda.
Yoda:
meh
Also, what sketchiness are you referring to? Each zombie technically moves individually (one move is completed before another begins).