Harpies definitely need some sort of a buff, maybe they can pick up pawns/pillars? idk though
Game 2 rule discussion thread.

Harpies definitely need some sort of a buff, maybe they can pick up pawns/pillars? idk though
Maybe they can drop a pawn/pillar but can't use that to move it towards the promotion line (if not it would be super OP)

Harpies definitely need some sort of a buff, maybe they can pick up pawns/pillars? idk though
Maybe they can drop a pawn/pillar but can't use that to move it towards the promotion line (if not it would be super OP)
hmm, that seems useful for attack, the only problem is by then it'll be maybe move 30-40?

Suggestion to start out, give each player a bank of energy to expend to start out with their own "base"

Make the harpy insta-drop, at the same time you capture a friendly piece you drop it somewhere on the board.
The goal of this thread will be. To minimize the number of uncovered edge cases and to insure the most fun rules for the second game. All suggestions are allowed.
Current subjects include:
Capturing and piece balanced (are pieces like harpies left too underpowered and do angels need to be more expensive?)
I think capturing should work like this, if a piece is threatened (with an actual capture) it has 1 move to move away if not it is capturable, this repeats every other turn and is specific to the piece. King's captures are calculated based on the value of the army when every move except the king capture is played. I suppose we need a rule if two king captures are played.
We also need to consider piece defense.
A lot to talk about for sure, feel free to chip in with any improvements/disagreements. This is the time.