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A Case Study in Game Design | Heroes of Might and Magic III: Lord Cameron's Macro Challenge #1
This video contains both a new ruleset for HommIII I've been developing, but my thoughts on game design, and where developers go wrong and right.
Lord Cameron's Macro Challenge Rules:
1. If heroes exchange units/items both their movements must end.
1.a Heroes may exchange units/items as many times as they wish while stood next to each other.
1.b Heroes may still interact with the spaces they are on or next to after trading (so long as they don't move from that spot)
2. You may not have more heroes than towns +1. (Garrisoned heroes count towards your limit) (Can't open prison if it would take you over limit)
3. You can have a maximum of 8 heroes (Garrisoned + not)
4. You may not use the wait button unless you have Tactics. You may only wait a number of times per round corresponing to your Tactics skill. (Basic=1, Advanced=2, Expert=3)
4.b You may not otherwise use Tactics.
5. You may not split a stack of identical units unless you have Leadership. May only split them a number of times corresponding to your Leadership skill. (Basic=1 extra stack, Advanced=2, Expert=3)
A. You can only buy an ammo cart if you have Eagle Eye
B. You can only cast adventure spells if you have Learning
C. You can only cast Implosion if you have Fire Magic
D. Heroes with the First Aid skill may move after exchanging units in violation of rule 1. (Only the hero with First Aid)
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