[GB] Interception
Posted: Tue Mar 06, 2018 2:32 pm
We have some work to do.
Originally, if a thrown Godball passed over your hex or over the edge of your hex, you could intercept at a cost of 2HP. That's pretty straightforward.
To expand options, it was decided that you could ALSO intercept from a hex adjacent to a hex along the Godball's path, but at a cost of 3HP.
Dave and I played around with this, and based on our intuitions and what he marked out on the maps for me, here's what the Interception Zones should look like:
In each diagram, the blue circle is the Hero throwing the Godball. The red X is the target hex for the throw. Any Hero in a hex with a number can intercept the throw for that number of HP.
The 2-hex throws are no problem. They are nice and intuitive. They work well: If the ball passes over your hex or over the border of your hex--2HP. If the path of the ball passes over a hex adjacent to yours--3HP.
The 3-hex throws work well as they are, but they are not intuitive. And they don't come up often, so people won't have cause to memorize them easily. There's no simple rule to give to players that guides them here. I COULD make an explanation, but it's overly complex. The simplest way to see the interception zones is to look at a diagram. Sure, diagrams will be available no matter what--on the back of the rulebook, or on an easy reference card or something. But it would be nice to not have them be mandatory.
Something to think about.
ALSO on the topic of interceptions: what happens when two players want to intercept the same throw at the same time? My first thought was that the Hero closer to the path of the ball should get it. But then what if they are equally close? What if they have equal claim on the ball? Are we just going with the first person to call it? They get dibs for being fast on the draw? I don't like it, and I don't have a better alternative yet. I'm hoping someone else has something obvious and/or creative that I just can't see.
Originally, if a thrown Godball passed over your hex or over the edge of your hex, you could intercept at a cost of 2HP. That's pretty straightforward.
To expand options, it was decided that you could ALSO intercept from a hex adjacent to a hex along the Godball's path, but at a cost of 3HP.
Dave and I played around with this, and based on our intuitions and what he marked out on the maps for me, here's what the Interception Zones should look like:
In each diagram, the blue circle is the Hero throwing the Godball. The red X is the target hex for the throw. Any Hero in a hex with a number can intercept the throw for that number of HP.
The 2-hex throws are no problem. They are nice and intuitive. They work well: If the ball passes over your hex or over the border of your hex--2HP. If the path of the ball passes over a hex adjacent to yours--3HP.
The 3-hex throws work well as they are, but they are not intuitive. And they don't come up often, so people won't have cause to memorize them easily. There's no simple rule to give to players that guides them here. I COULD make an explanation, but it's overly complex. The simplest way to see the interception zones is to look at a diagram. Sure, diagrams will be available no matter what--on the back of the rulebook, or on an easy reference card or something. But it would be nice to not have them be mandatory.
Something to think about.
ALSO on the topic of interceptions: what happens when two players want to intercept the same throw at the same time? My first thought was that the Hero closer to the path of the ball should get it. But then what if they are equally close? What if they have equal claim on the ball? Are we just going with the first person to call it? They get dibs for being fast on the draw? I don't like it, and I don't have a better alternative yet. I'm hoping someone else has something obvious and/or creative that I just can't see.