... to play this game.
I understand that absorbing four rune stones is 100% in line with the official rules as a way to win this game. However, it's important to emphasize that it is just ONE way to win. This was the case in the early days of MB: Ragnarök on BGA. Often, players attempted to win by another means: defeating their opponent's Divinity.
I was recently reminded of this when I heard an unbelievable story: there was a game where a player won by DELIBERATELY finishing off the opponent's Divinity, not as an accidental result of fighting over the last rune stone like children squabbling over the last serving of grandma's meatballs. Nor was it because one player was desperately trying to besiege a three-guard Freyr stronghold while the other was consuming rune stones like Jabba the Hutt on movie night. It was a genuine battle, not just heroes and monsters racing to the finish line in a Norse mythology setting. of "HEAT: Pedal for the metal"
I'm sharing this with a touch of humor, but one thing is clear to me: Ragnarök was more satisfying in the early days. Nowadays, most matches end with a bitter aftertaste. So, I return to my initial statement. Perhaps we could discuss this here, and I would welcome a lot of input. Everyone can continue playing as described above, but maybe we could consider some "alternative rules" that players could opt into occasionally to add a different twist to the game. For instance:
- No unit may pick up rune stones.
- No unit may end their turn with a rune stone in possession.
- Only one unit per player may carry a rune stone at any time.
- Or another method to make rune stones less central without completely removing them from the game.
Looking forward to the discussion!
I understand that absorbing four rune stones is 100% in line with the official rules as a way to win this game. However, it's important to emphasize that it is just ONE way to win. This was the case in the early days of MB: Ragnarök on BGA. Often, players attempted to win by another means: defeating their opponent's Divinity.
I was recently reminded of this when I heard an unbelievable story: there was a game where a player won by DELIBERATELY finishing off the opponent's Divinity, not as an accidental result of fighting over the last rune stone like children squabbling over the last serving of grandma's meatballs. Nor was it because one player was desperately trying to besiege a three-guard Freyr stronghold while the other was consuming rune stones like Jabba the Hutt on movie night. It was a genuine battle, not just heroes and monsters racing to the finish line in a Norse mythology setting. of "HEAT: Pedal for the metal"
I'm sharing this with a touch of humor, but one thing is clear to me: Ragnarök was more satisfying in the early days. Nowadays, most matches end with a bitter aftertaste. So, I return to my initial statement. Perhaps we could discuss this here, and I would welcome a lot of input. Everyone can continue playing as described above, but maybe we could consider some "alternative rules" that players could opt into occasionally to add a different twist to the game. For instance:
- No unit may pick up rune stones.
- No unit may end their turn with a rune stone in possession.
- Only one unit per player may carry a rune stone at any time.
- Or another method to make rune stones less central without completely removing them from the game.
Looking forward to the discussion!