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Subject: All-Out Offensive Optional Rules #2

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 2: When an All-Out Offensive card is played, that player does not draw another card to fill out his hand for the remainder of the current game. The effect is to reduce the player's hand by one card for the duration of the game, reflecting the attention and resources used for the assault.

NOTE: If in a given scenario, a player starts with three or fewer orders cards, he must instead exercise Option 1 only. In other words, a player's hand may not be reduced to fewer than three cards by use of this "optional" All-Out Offensive card.

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