Difference between revisions of "Double-Blind rules"
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First published in the 1994 ''[[Tactical Handbook]]'', the '''Double-Blind Rules''' are an optional expansion to the [[BattleTech (board game)]] rules. | First published in the 1994 ''[[Tactical Handbook]]'', the '''Double-Blind Rules''' are an optional expansion to the [[BattleTech (board game)]] rules. | ||
+ | ==Description== | ||
Under Double-Blind, the players only get to see those enemy units on a given turn that their own units can actually spot (either visually or through its sensors). As a consequence, there is one game board for each side showing their own units, and those enemy units they have spotted. The game requires a game master to keep track of both sides' positions, and to indicate if/when a given unit is spotted. | Under Double-Blind, the players only get to see those enemy units on a given turn that their own units can actually spot (either visually or through its sensors). As a consequence, there is one game board for each side showing their own units, and those enemy units they have spotted. The game requires a game master to keep track of both sides' positions, and to indicate if/when a given unit is spotted. | ||
Revision as of 16:26, 13 June 2011
- This article is about the ruleset. For the novel, see Double-Blind.
First published in the 1994 Tactical Handbook, the Double-Blind Rules are an optional expansion to the BattleTech (board game) rules.
Description
Under Double-Blind, the players only get to see those enemy units on a given turn that their own units can actually spot (either visually or through its sensors). As a consequence, there is one game board for each side showing their own units, and those enemy units they have spotted. The game requires a game master to keep track of both sides' positions, and to indicate if/when a given unit is spotted.
The ruleset includes slight changes to the turn sequence and provides special rules for certain equipment such as Active Probes and ECM systems.