Subject: All-Out Offensive Optional Rules #1
By Barry Kendall
The "All-out Offensive" is such a powerful card that
it can dominate the game.
Successful coordination of units across the battlefield required extraordinary staff work as well as good fortune. Such a command effort would require extra attention, staff and courier time, and a delay in carrying on the tempo of battle. To limit the card's potential for unbalancing a game, and to add an interesting dilemna to a commander's plans which reflect these considerations, use the following option, agreed upon before the game:
Option 1: When an All-Out Offensive card is played, that player must "Pass" on his immediately following turn. The player discards and replaces one card from his hand as normal, but must "pass" on his next turn. In effect, using the "All-Out Offensive card gives the opposing player two turns in a row to respond.
NOTE 1: If the opposing player plays
the "Counter-Attack" card in response to the "All-Out
Offensive", then the opposing player must follow the same
rule as if they actually played an "All-Out Offensive"
card, thereby giving the original player two turns in a row.
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