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Sign in to add a houseruleFor the first five rounds, an attacker crossing a sea lane rolls one die fewer than usual — two instead of three, or one instead of two — but never fewer than one. Everything else about the roll is unchanged, and from round six it goes back to normal. The penalty falls on the ATTACKER rather than adding a die to the defender, so no roll ever compares more pairs than the rules define. Sea lanes are the chokepoints the whole map turns on, and taxing the early amphibious rush gives everyone a few rounds to build something first.
scribed by The-Archivist
A territory may never hold more than twelve armies, however they arrive — placing reinforcements, fortifying, or advancing after a conquest. Anything that would push it past twelve stays where it is. Where the rules REQUIRE a placement the cap would forbid — every territory you hold is already at twelve, or a traded-in card names a territory sitting at eleven or twelve — the rules win and the cap yields for those armies only. Without a ceiling the late game collapses into two enormous stacks glaring at each other across one border and nobody can afford to move first; a cap pushes those armies out into territory that has to be held rather than hoarded.
scribed by The-Archivist