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Foody-K Ticket Usage - discussion thread

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Post  System Commander Thu Nov 26, 2009 2:37 pm

Ticket Uses:

1 ticket - re-roll one dice or make your opponent roll one dice * No limit on how many times this can be used but each time your force a re-roll on the same roll, the cost doubles! Example - I roll to hit and miss. I spend a ticket to re-roll and hit this time. My opponent spends 2 tickets and forces to re-roll. I do, and miss this time. I then spend 4 tickets to re-oll.. and so on.

2 tickets - one unit gains the Fleet rule for one turn (can only use on one unit, once per turn)
2 tickets - one unit becomes Fearless for one turn (can only use on one unit, once per turn)
2 tickets - one unit gains the Infiltrate rule and can choose to outflank if desired

3 tickets - one unit gains Feel no Pain for one turn (can only use on one unit, once per turn)
3 tickets - at the beginning of the game after deployment zones have been picked but before units are deployed, you can spend 5 tickets and move one piece of terrain up to 6" in any direction. Put it back at the end of the game.

4 tickets - you can spend 4 tickets to Seize the Initiative!

5 tickets - use before rolling for deployment zones. You get to choose to be player 1 or 2. After deployment is done, you then get to choose if you want to go first or second! You opponent can pay 5 tickets as well to counteract this and roll as normal.


Last edited by System Commander on Thu Nov 26, 2009 4:24 pm; edited 1 time in total
System Commander
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Post  System Commander Thu Nov 26, 2009 2:40 pm

I cut down the list significantly form last year to make things a bit easier, and brought in the tciket re-rol increasing exponentially rule, which we should of had last year.

As well, I had to take out the draw from the secret bin, as I wont be able to attend and that expenditure require some special monitoring. Sorry guys!
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Post  System Commander Thu Nov 26, 2009 4:24 pm

In case you read the ticket cash ins earlier, I've altered a bit to be in line with what we had last year.
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