by ripptor
pabula wrote:
Volkare's scenario seems good solo, but as a co-op game, we use one player as a wound soaker while the other player/-s kill some of his army.
Playing this way makes the game easy and no fun.
Playing this way makes the game easy and no fun.
The main deterrent to that style of play would be effect on the final score. I imagine that loading up one player with wounds beyond KO gives them upwards of a -20 penalty at the end game?
I find most of the time that the scoring mechanics of Mage Knight push players toward a more enjoyable style of play. Of course, if the play group doesn't care about scoring, then other means must be taken to force them into a fun play style...
pabula wrote:
1) Everybody is dealt the same amount of enemies.
This certainly forces players to even out their strength, but I personally don't like it. It weakens the large-area-effect spells like Tremor and makes bad hands severely hurt players who are forced to take on more than they can handle.
pabula wrote:
2) When a player is knocked out and he still gets wounds he is eliminated (killed) after receiving twice as many wounds as his armour.
Or make it even lower - 4 wounds?
Or make it even lower - 4 wounds?
Permanent KO when receiving wounds equal to double hand limit seems like a good rule to me. For the rest of the game, they draw no cards.
This even stops people from over-abusing Banner of Protection, since they'd be unable to draw for the rest of the game. They could still use it to take a decent amount of wounds and get rid of them, but no more than 11-13.
The other suggestions are interesting, but I think your second rule is the best to specifically prevent wound-soaking. Simple, thematic, and easy to use/remember.