Fortress (don't let the humble name deceive you)
Balanced: "Separate but Equal" takes on a whole new meaning in this scenario:
|Number of players:
- HEAVILY Fortified City
- Stockpiles of Resources
- No Town Center
- No Villagers
- Wins by Standard Conquest Rules
- Loses if Castle is Destroyed
- Small, Secluded Outpost
- Possesses Villagers (i.e. can expand)
- Steady Supply of Resources (i.e. receives regular tributes from "GAIA")
- Wins by Destroying P1's Castle
- Loses by Standard Conquest Rules
What's interesting about this scenario is the time-element... The sooner the action climaxes, the more likely that Player-One will win; while a longer game lends itself more to Player-Two, as they will have had time to substantially grow and amass resources.
From personal experience, when things climax it really is a toss-up; it could go either way, it all comes down to your strategy, reaction-time, and maybe a little luck as well.
Myself and a friend of mine tested this scenario a while back and had so much fun, we decided we really ought to share it with everyone.
|Author||Reviews ( All | Comments Only | Reviews Only )|
As has already been stated, the travelling distance between P1 and P2 is HUGE, which is rather irritating at first. We both found ways around that soon enough though, and as "fun" is a listed category for a review, I've added my "fun rating" to playability, we ended up having a really good time so I give this Scenario a "4" for Playability (although a version for 3 or 4 players would be pretty sweet).
We felt things were very balanced, so much so in fact that we ended up declaring a stalemate! (Didn't see that coming, I really thought P2 had this one in the bag) The disproportionate APPEARANCE of this scenario is pretty cool since it turned out to be so well balanced. "5" for Balance.
This one sorta ties into the Balance rating, because I think the whole concept this scenario is based on is really pretty clever, it's easy to make both sides equal by cloning their towns, units, and resources, but levelling things out by making both sides complete opposites of each other is much harder and I'd never thought of it before. So, even though there's no "clever scripting," I still give this scenario a "5" for Creativity.
Map Design: 3
This could use some work, while it didn't inhibit the gameplay, a little more eyecandy in the design wouldn't hurt anything. I did like the maze-like paths through the forest, however, so I give the scenario a "3" for Map Design.
While there wasn't really a "story" in this scenario, the instructions you gave were direct, concise, and informative, and while they were short, I would feel awkward for faulting them. "5" for Story/Instructions.
I liked it, we both agreed it was a fun scenario to play and the gameplay felt unique, though I have a hard time explaining how.
Anyways, keep up the good work, more scenarios based around creative, obscure concepts are definitely welcome as far as this dude is concerned! :)
Maybe less trees next time, though... ;)