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MUDSLINGING ON THE EDGE©
An article written by Paul Nurnberger, ©1995 Trident Inc.
Announcing: "Mudslinging OnTE"
An Official Two-Player Variant For On the Edge
Hey, all. We saw the public release of this variant at Saints Con VI,
held this weekend at Saint Cloud State University here in Minnesota,
during a two-player tournament. Six people participated, and everyone
had fun; the consensus seemed to be that "Mudslinging" helps two-player
games in a number of ways. Try the variant out, see how it plays, and
let us know what you think!
RULES FOR THE VARIANT
Each player begins the game with 12 [twelve] Influence. When
a player performs their Influence Phase of their turn, their
unspent Pull Points from Characters may be used in either or
both of the following two ways:
- The unspent Pull Points may be used to increase the
player's Influence Score on a one-to-one basis (as usual).
- The unspent Pull Points may be used to decrease their
opponent's Influence Score on a one-to-one basis.
- If a player has either as much Influence as their opponent
or more Influence than their opponent, for every point of
Influence the player reduces their opponent by the player
also loses a point of Influence, as follows:
| Opponent Score | Your Score | Opponent Reduced | Reduced To? |
| 14 | 12 | 13 | No (12) |
| 10 | 12 | 11 | Yes (11) |
| 10 | 12 | 9 | Yes (11) |
Again, each player begins the game with 12 Influence. The
game can be won or lost through one of the following three
ways:
- If (when a player begins their turn) the player has 24 or
more Influence Points, that player wins the game as long as
their opponent has less than 24 Influence Points.
- If (when a player begins their turn) their opponent has 0
or less Influence Points, the player wins the game as long
as they have more than 0 Influence Points.
- If (when a player performs the Draw Phase of their turn)
the player cannot draw a card because they have no cards
left, the player loses the game (as usual).
NOTES ABOUT THE VARIANT
Well, why not? On the Edge offers great multi-player action,
but some people find the game a bit unwieldy in two-player
situations. And sometimes it's hard to draw together three
or more people to play the game. "Mudslinging OnTE"
addresses these concerns by modifying the rules for
Influence, thereby allowing the players more strategic
options during the game. Thus, the game becomes less one of
dashing along parallel lines towards a single finish line,
and more of pushing backwards or forward as judged best by
each player. It accomplishes this while still preserving the
logic of the game world. After all, if you can use your
influential agents to advance your stature and position,
manipulating the forces of Al Amarja to your own ends, it's
no stretch to assume you can use the same tactics to muck up
your opponent's cause.
Here are some example of how different this variant can make
the play of the game:
- Player A has 20 Influence and 4 1-Pull Characters out.
Player B cranks his 2 1-Pull Characters to set A back to 18
Influence, knowing that her strategy should delay Player A
by at least two turns. In that period, she hope to come up
with the cards to answer the immediate threat of Player A
winning the game.
- Normally, if a player puts out a Puller, cranks it for
Influence and then loses it in an attack before their next
turn, they're out one card with no worthwhile change in
Influence. However, imagine a player puts out a Puller and
trashes their opponent for negative Influence. Even if the
Puller is lost, the player has managed to move their
opponent further back from winning the game (trading time,
essentially, for a loss of Influence on their own part.
- Players can attempt to field "Discredit" decks with the
sole intention of reducing their opponent to zero or less
Influence. This tack opens whole new options and avenues for
deck-construction and game strategy.
What else? Get an opponent and try the variant to find out!
"Mudslinging OnTE" promises to add more energy to an already
exciting game, already chosen by Games(tm) magazine as the
"Best New Collectable Card Game" in their Games 100 Buyer's
Guide for 1996.
ADDENDUM
More than two players can "sling mud," if they wish. Since
the variant extends the length of the game beyond normal, it
can make multi-player games last a very long time. If that's
acceptable to everyone, apply the following rules for the
multi-player variant:
- The starting and winning number of Influence Points for
multi-player games are as follows:
Number of Players or Teams | Starting Influence Points | Influence Points Needed to Win |
| 2 | 12 | 24 |
| 3 | 8 | 16 |
| 4 | 6 | 12 |
| 5+ | 5 | 10 |
- If (when a player begins their turn) the player has
Influence Points equal to or greater than the winning
number, that player wins the game as long as all of their
opponents have less Influence than the winning number.
- If (when a player begins their turn) all of their opponents
have 0 or less Influence Points, the player wins the game as
long as they have more than 0 Influence Points.
- When a player performs their Influence Phase of their turn,
their unspent Pull Points from Characters may also be used
to increase any opponent's Influence Score on a one-to-one
basis (to hold off a player who's driven everyone to or
below zero Influence, a player can try keeping the game going
by boosting another player's Influence into positive
territory; a league of players may even elect a candidate to
donate Influence to if more direct measures against the
player threatening to win would fail).
© On the Edge is a trademark of Trident Inc. Over the Edge, Al Amarja, Charting New Realms of Imagination, and the Atlas Games logo are trademarks of John Nephew. The use of these trademarks here is without permission, and does not constitute a challenge to the ownership of those properties.
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