Ye Dogs & Ye Dust Playtest and Development

Anything gaming related is fair game.
User avatar
Mattias!
Lord of the Wyrdwold
Posts: 231
Joined: Fri Sep 25, 2015 2:11 pm

Ye Dogs & Ye Dust Playtest and Development

Postby Mattias! » Tue Sep 13, 2022 1:15 pm

Hey all,

I thought I would make a dedicated thread for YD&YD so that anyone who is interested can have easy access to the link to the most up-to-date version of the rules.

https://drive.google.com/file/d/1YsAcZ2Vr26fZSJZGJ-m_6f5hmbMi0bJi/view?usp=sharing

I'll keep the newest version posted to this shared link, and anytime I make a change I'll post about it so you can easily see what has changed.

If you try out the rules, please feel free to post here to let me know how it went! Happy to address any questions or clarifications as well.

Happy gaming!

User avatar
Mattias!
Lord of the Wyrdwold
Posts: 231
Joined: Fri Sep 25, 2015 2:11 pm

Re: Ye Dogs & Ye Dust Playtest and Development

Postby Mattias! » Tue Sep 13, 2022 1:18 pm

Thanks very much to Chris for giving this game a go at the meeting last night. Based on our experience, I've made the following tweaks:

    -Updated Disengage language to be 'directly away'
    -Updated Portal Spell to change the size and success requirement for portals.
    -Updated the Summon Daemon spell to stipulate that only one daemon may be summoned at a time, and only within 1 short of the caster (instead of 1 medium)
    -Updated Wide Swing to exclude the STAB attack action

User avatar
Michael S.
Final Highlights
Posts: 625
Joined: Sun Oct 11, 2015 2:05 am

Re: Ye Dogs & Ye Dust Playtest and Development

Postby Michael S. » Tue Sep 13, 2022 1:30 pm

Hello Mattias,
Thanks for sharing your new rules for Ye Dogs & Dust. I always like to try out new skirmish games.
Michael

User avatar
Mattias!
Lord of the Wyrdwold
Posts: 231
Joined: Fri Sep 25, 2015 2:11 pm

Re: Ye Dogs & Ye Dust Playtest and Development

Postby Mattias! » Tue Sep 13, 2022 4:41 pm

Michael S. wrote:Hello Mattias,
Thanks for sharing your new rules for Ye Dogs & Dust. I always like to try out new skirmish games.
Michael


Most welcome! Let me know if you have any questions I can answer!

On further reflection of my game vs. Chris last night, I've made a couple more tweaks:

    -Changed the Daemonic Blade scenario to stipulate that if the wielder of the Daemonic Blade is forced to FLEE, then the Daemon within the blade sucks out their soul and puts them OOF. This will prevent the edge case of the wielder winning the scenario by fleeing the battlefield with the blade before the six turns are up.
    -Changed the BLOOD RAGE special rule so that it triggers on a result of STEEL THYSELF or GIVE GROUND (as opposed to just STEEL THYSELF)

User avatar
Mattias!
Lord of the Wyrdwold
Posts: 231
Joined: Fri Sep 25, 2015 2:11 pm

Re: Ye Dogs & Ye Dust Playtest and Development

Postby Mattias! » Thu Jan 05, 2023 4:26 pm

Further changes:
-removed references to 'broken' as a possible character status.
-Changed the Parry/Riposte rule to affect the OOF roll rather than the DEF roll.
-Added TAKE COVER to the defenses section
-made minor clarification edits throughout

User avatar
Mattias!
Lord of the Wyrdwold
Posts: 231
Joined: Fri Sep 25, 2015 2:11 pm

Re: Ye Dogs & Ye Dust Playtest and Development

Postby Mattias! » Sat Mar 25, 2023 5:11 pm

Further changes:
  • Page 9, updated rally test rules so that you lose one shock on a successful rally test
  • page 11, updated 'Mount a defense' declaration to happen after the attack roll, instead of before (better game flow this way)
  • page 11, update SMASH special effect to happen on double sixes instead of any six.
  • page 12, added "...AND SHIELDS SHALL BE SPLINTERED!" special rule to BLOCK/PUSH
  • page 12, changed RIPOSTE to be a single hit against the original attacker (instead of a full attack).
  • page 13, changed MUS costs to 3/4/6 from 1/2/4 and added an explainer on negative cost special rules, stating that they cannot discount the cost of MUS.
  • page 14, removed the greatweapon restriction on counterattacks.
  • page 15, adjusted cost on Battle-Hardened, adjusted Body Slam bonus to +1 instead of +2 and decreased cost to 4 coins from 6, removed the mention of greatweapon counterattack restrictions on Hulking.
  • page 16, changed cost of Skittish to -10 from -12, reduced cost of Throw Opponent to 8 coins, Added Mob special rule, trimmed extra text from Wide Swing to keep it all on the same page.
  • Page 17, changed Protection aura to be -1 on OOF tests instead of +1 to DEF.
  • page 18, added clarification to Lightning so that the wyzard can risk zapping themselves, and added the effect to Weigh Down that the target treats all failed rally tests as a STEEL THYSELF result.
  • page 19, added clarification on when the Hierophant moves, and corrected spelling of hierophant.
  • page 20, updated QRS to reflect all of these changes.
  • Global, changed the phrase "Charge Attack" to "Charging Attack".
  • Some typos

User avatar
Mattias!
Lord of the Wyrdwold
Posts: 231
Joined: Fri Sep 25, 2015 2:11 pm

Re: Ye Dogs & Ye Dust Playtest and Development

Postby Mattias! » Mon Apr 03, 2023 4:22 pm

Page 15: changed DEAD-EYE special rule to mean 6s ignore armor (like a CHOP attack) rather than rerolling one miss. Increased price to 8 coins.


Return to “Let's talk about games!”

Who is online

Users browsing this forum: No registered users and 3 guests