Fifth Frontier War 2

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A second play didn't get much further than the first play. At issue is the set up time, with associated difficulty keeping track of all the moving parts. The player aids were likely state of the art in 1981, but we can do much, much better now. We're going to continue with it, but improve the player aids before the next play. Here's what we have in mind:

  1. Reformat the rules in case structure, with a table of contents and an index.
  2. Create a turn planner similar to the Starforce turn planner.
  3. Fleet placards at 11x17, which is double the current letter size. This will allow adding fueled vs. unfueled areas for each fleet box.
  4. Separate the counters into small zip lock bags which are labeled.

All of these will make it much, much easier to set up and to play.

I might create a smaller scenario for learning the system. I think it's worthwhile.


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