In my game in progress, War Columns (see the thread http://bgdf.com/modules.php?name=Forums&file=viewtopic&t=4081), I have come upon a potential problem. The first player seems to have the significant advantage of putting the other player on the defensive immediately.
To briefly summarize the game:
Each player sets out three cards, face down, each in the front rank of the three columns the game is played in. You can attack the enemy Leader (the goal is to eliminate the enemy leader) only when the column opposite the attacker is empty. Each turn you can take five actions, including (in any order or combination):
1. Draw a card
2. Play a card
3. Increase your Supply (used to play cards)
4. Order a card (attack or use a special ability)
The difficulty arises if the first player eliminates one of the other player's opening cards. Now that player is forced to use one of his precious actions to play a card in that spot or risk keeping their Leader exposed. If the first player can keep the pressure up, the second player seems to have difficulty recovering.
Some possible solutions I have thought of:
1. The first player may not attack on his first turn (similar to Hera & Zeus)
2. The first player has an Action/Supply penalty on his first turn
3. The first player starts with fewer cards (the default is five) or may not draw cards.
4. The first player's Units all start out Tired (i.e. "tapped") and thus cannot be ordered.
There is another possibility, which doesn't directly apply to the problem but may help. Some cards (such as Wizards) have special attacks that are fairly damaging but cause the card to "Exhaust" (a double "tap" a las Magic, meaning TWO turns must pass before the card can be ordered again). These are quite devasating in the early game as they can, with lucky di rolls, eliminate most Units. These need limitations, I think. Some possible thoughts:
1. Add a Supply cost to use the special abilities
2. Add a rule that special abilities (and possibly ranged attacks) that target a specific enemy Unit cannot be used against a face down Unit.
Any other suggestions to help deal with this situation would be welcomed.
Jeff K.
A free Unit play per turn might work, I'll have to look at it. Another idea, similar to what you have suggested about having each player have a "build" up time before attacking, would be allowing each player to lay down 6 cards (two per column) at the start of the game.That way it would be significantly harder to wipe out a colum on your first turn (especially if I only allow special abilities and ranged attacks to be used against revealed cards).
Thanks for the suggestions.
Jeff K.