The Six-sided Variations
The fifth in Mr J Gray’s series on Castle Falkenstein rules variations, a shocking move for purist players as it involves the use of DICE!
In brief, there is a pot of chits representing the four card suits and jokers. Players draw four chits and then play a chit (or more) to carry out a Feat (action). If the chit is the same suit as the Ability it provides 2D6 and if it doesn’t match, it provides one point. Jokers are wild and automatically give a score of twelve! The dice are rolled and the score added to the Ability score as in normal play. There are, as in all of the Falkenstein Variations, a range of additional tweaks included in the booklet. These allow you to adapt the Six-sided variations to your own campaign style.
We decided to try it out in our group. I will admit that I was a little concerned that it might change the flavour of the game slightly.
It did not.
The Variation was quickly understood and actually speeded up play. Those who were less confident with the game’s card system made chit & dice roll decisions more quickly than they did with cards, allowing us to get on with the action.
The Six-sided Variation has been well thought out to produce similar results to the existing card rules, making them fully interchangeable. So in future games, I, as Host (GM), will allow each of my players to choose to use cards or dice according to their own preference (as long as they stick to their choice for the whole adventure).
Another useful and clearly explained set of optional rules for Castle Falkenstein. It can speed up your game and will be of particular use with existing gamers who are trying Falkenstein for the first time. As it has enhanced our game playing experience, I have to give it a full five stars.
[5 of 5 Stars!]