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Author Topic: Concept for Chance Cards in "Jerusalem..."  (Read 1819 times)

Offline Christian

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Concept for Chance Cards in "Jerusalem..."
« on: February 12, 2010, 07:09:10 AM »
Right, so my lovely girlfriend read me something over the phone the other day. We are all familiar with Murphy's Law (i.e. "If someonething can go wrong, it will go wrong") which is often accused as being very pessimistic. In the case of chance cards, I think we can really get a lot out of what Murphy had to say.

... also, I find them hilarious :)

Murphy's Military Laws

Never share a foxhole with anyone braver than you are.
No battle plan ever survives contact with the enemy.
Friendly fire ain't.
The most dangerous thing in the combat zone is an officer with a map.
The problem with taking the easy way out is that the enemy has already mined it.
The buddy system is essential to your survival; it gives the enemy somebody else to shoot at.
The further you are in advance of your own positions, the more likely your artillery will shoot short.
Incoming fire has the right of way.
If your advance is going well, you are walking into an ambush.
The quartermaster has only two sizes, too large and too small.
If you really need an officer in a hurry, take a nap.
The only time suppressive fire works is when it is used on abandoned positions.
The only thing more accurate than incoming enemy fire is incoming friendly fire.
There is nothing more satisfying that having someone take a shot at you, and miss.
Don't be conspicuous. In the combat zone, it draws fire. Out of the combat zone, it draws sergeants.
If your sergeant can see you, so can the enemy.

Right, so hopefully you enjoyed those.

Ideas for Chance Cards:

The most dangerous thing in the combat zone is an officer with a map.

If you draw this card, you must apply it to a unit not in combat. They move X inches in a random direction.

The problem with taking the easy way out is that the enemy has already mined it.

This one might generate a minefield on the battlefield.

If your advance is going well, you are walking into an ambush.

This might trigger a surprise attack if your opponent has some units in reserve.

The quartermaster has only two sizes, too large and too small.

For any unit with a designated uniform e.g. B.U.F, they must spend a turn adjusting their ill-fitting costumes (possibly a clerical error, or even sabotage!)

A few things I've realised is that Murphy wasn't English (or even British), but with the wealth of great comedy out of that part of the world I'm sure there's a lot of material to add a bit of flavour to games using Chance Cards.

What do you think?

Offline Arlequín

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Re: Concept for Chance Cards in "Jerusalem..."
« Reply #1 on: February 12, 2010, 09:26:11 AM »
You're really getting the idea and mindset of VBCW aren't you?  ;)

Offline Hammers

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Re: Concept for Chance Cards in "Jerusalem..."
« Reply #2 on: February 12, 2010, 09:32:51 AM »
I like it! I am a big fan of a bit of capriciousness on the gaming board. Too much of it makes for rather awkward game flow however.

By the way, here the saying about Quartermasters and sizes goes: " too large and much too large". But maybe that's just for the navy which traditionally have very roomy uniforms.

 

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