Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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warrior rules of thumb

 
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Mark Stone
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PostPosted: Thu Feb 17, 2005 6:07 pm    Post subject: warrior rules of thumb


I've uploaded a file to the Players Aids folder of the Files section for the
group, entitled "Warrior Rules of Thumb". This is a document I put together to
help my son Alex learn to play Warrior. As the document says, it is not
intended to be a completely accurate reflection of the rules, and is in no way
official. Nonetheless, I've found it very useful in helping Alex with that
intermediate stage where he has a basic grasp of the mechanics of the game, but
does not yet have a full grasp of all the rules. I think it's fair to say that
most of us spent a long time in that intermediate stage, and I certainly would
have appreciated something to help my education back then other than getting
routinely thrashed in tournament games.

If Jon or anyone else notes a glaring misrepresentation of the rules in this
document, let me know and I'll fix it.

Beyond that, I'd appreciate any suggestions for what people think are the most
common beginner misconceptions/missteps that are not addressed by this
document, and I'll attempt to incorporate something to accommodate. Bear in
mind that I want to keep this substantially shorter than the rules as a whole,
and I'm looking to hold it to 10 pages or so. Bear in mind also that this is
not supposed to be or to include any kind of quick reference chart. These are
more along the line of general concepts, and, well, rules of thumb that players
should try to keep in mind.


-Mark Stone

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PostPosted: Thu Feb 24, 2005 8:39 pm    Post subject: Re: warrior rules of thumb


Mark,

I liked your Rules of Thumb and will be using them in my efforts to
convince people to play Warrior. I would like to add one thing to your
description of movement and the attempt to simulate simultaneous
movement. In addition to the initiative rules and allowing mounted, in
some instances, to preempt foot movement, Warrior also approximates
simultaneous movement by chopping up movement into different types and
either alternating between players (approaches, counters, retirements,
staff moves) or actually implementing truly simultaneous movement
(marches and charges).

Also, based on some recent discussion about shooting range and arc,
there is a minor error when you say "Each element armed with a missile
weapon can shoot in a rectangle whose width is 3 elements ... and whose
length is its range straight ahead." Since range is measured from the
element itself, the overlap of range and arc does not form a rectangle
as you have described.

All in all, a worthwhile and useful description of the game. Thanks.

-- Charles

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