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Thread: Kombo Fink's House Rules

  1. #1

    kombofink's Avatar
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    Name
    Morten Broested
    Location
    Hobro, Denmark
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    Sep 2009

    Default Kombo Fink's House Rules

    My current house rules, with a different altitude system (using only official stuff), a system for determining stall, high speed rules (needing some customizing), and some other stuff. Made out to be used as play aids while playing (although this part can be greatly improved).
    Looking forward to some feedback.
    Oh.. they're in the files section. Go fetch!
    Last edited by kombofink; 09-30-2010 at 03:09.

  2. #2

    Default

    O.K. So you use the climb card then place it in front of your console then every card used except for the dive card will give you one climb token. And after each card used you take a A damage card and if it has special damage you stall, but you don't add the damage to your plane from any of the A damages you use to see if you stall. Am I reading this right? I will have more questions as I look it over and get back to ya.

    Tom

  3. #3

    kombofink's Avatar
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    Name
    Morten Broested
    Location
    Hobro, Denmark
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    Sep 2009

    Default

    No. If you play the climbcard, you get a number of climbtokens (place them in the front of your planecard, or something to represent that you are climbing).
    Each turn, you get an entire altitude, and lose a climbcounter. I you have no more climbcounters, you take damage (the A chit), but keep climbing, except if the A chit is a special damage, in which case you stall,

    Note that your range is short and long on targets that are +/- 1 in altitude. and only short range on +/- 3 in altitude.

  4. #4

    Default

    O.K. I'm going to read up on my DoW some more then get back with ya on some more questions. I like what you've done so far. Thanks for sharing.

    Tom



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