With just having 1 target and not many universal effects it seems kind of silly to play multiplayer in the first place = /
Time to wake this thread up!
My suggestion for multiplayer rules is a variant of "attack right" but with a twist that I think makes it interesting. We've been testing this variant for a while now, and so far it's working really well. Please tell me what you think!
When you attack, you attack the player to your right. If their Influence is reduced to 0, you win the game, even if you weren't the one inflicting the damage.
When you attack, every other player at the table gets a chance to block, starting with the player to your left, going clockwise. If the first player declines, the next player can choose to block, etc. If a player chooses to block, the attack is redirected towards them, and the battle proceeds normally. If damage gets through, it's the blocker's Faction that gets hit. If no other player blocks, the battle is fought between the attacker and the original target. Only one battle is fought, so if someone blocks, the original target is off the hook, at least this turn.
Eliminate your target and you win the game. Why? Because, personally, I don't like games where a player gets eliminated and has to sit on the sidelines while the other players keep playing. So, my suggestion is that as soon as a player is eliminated from the game, the game ends. If you've got more time, you play another game. This means more play time for everyone.
In this case "your opponent" is the player you are currently in combat with or, if you are not in combat, the player to your right. If you are told to "pick a character" you can pick any character, etc. I'm not 100% sure, but I think this solves most of the issues raised, with the cards mentioned.
So far, we haven't run into any problems with this format.
And I don't agree with koikaze. Multiplayer is great, even with only one main opponent. One: you get some extra chaos, but just a bit. Two: if you're not an even number of players, everyone can still play!
Its weird, but I like it.
"Monroe! Get me another slurpee drink!"
I posted this in another section, but noticed that this is probably the better place to put it... So... We've been working on a Multiplayer format that we think is pretty fun so far. It utilizes a special "Table Faction" that we call "World Order" that has "Adrenaline Triggers", as well as a new Mechanic and Term.
From playing with it, it adds some good hilarity to the game while still being intense. A lot of fingers get pointed and a lot of people start trying to back stab and form alliances. It's good times. In these rules, you can attack whoever you want. No worrying about the player HAVING to be to your left or right or any of that bull crap.
NOTE: I hope ArcaneTinmen eventually use/modify these rules. I would love to see a solid Multiplayer format come out for this game.
First, the new term is Round. A Round is one full rotation of turns by all players.
First off, the new Mechanic is called "Exhausted". When a card in Multiplayer blocks, it will exhaust at the end of the battle rather than deplete. Exhausted cards are turned 180 degrees and then undergo a "Cool Down" phase.
At the end of a turn, all exhausted cards are considered to have undergone ONE "Cool Down" phase. Once a card has undergone TWO "Cool Down" phases, that is gone two turns being exhausted, the card has rested and restores.
This is to prevent players in a 4+ Multiplayer setup from abusively picking on one player. (3 player Multiplayer games stay rather balanced in this setup)
Two Imporant Notes About Exhausting:
- It is important to note that ANY card that targets depleted cards ALSO targets exhausted cards, as it is also a FORM of being depleted.
- It is also important to note that activating an ability that requires a card to deplete itself, even while blocking, causes that card to be depleted, rather than exhausted, and will not be able to be restored until the start of your turn, as normal.
Table Faction: World Order:
This is where the Multiplayer gets fun. The Table Faction: World Order is a set of rules (triggers, really) that all players can take advantage of... Assuming they meet the requirements to activate the triggers. These are called "Adrenaline Triggers" and they represent your Faction's attitude toward the state of world chaos happening in their current world (game).
If you are attacked during a Round in which another player already attacked you, you may activate this trigger. If you do, detach 3 resources from your Faction and gain 2 Influence. This can only be used once per opponent, each Round.
The obvious point of this is to, once again, stop heavy bullying of a single player... An issue that is prevelant in most TCG/CCG Multiplayer rules. This allows the defending player to have a shot at playing a crucial Tactic, or to just draw a card, as well as get some life back and continue to have a fighting chance... Even if ganged up on.
If at the end of your turn you did not declare an attack, you may activate this trigger. If you do, gain 1 Influence and draw a card. Place a card from your hand on the bottom of your deck and place a Meditation Token next to your Faction. This trigger cannot be used on the First Turn of the game.
I'm sure you are wondering, "What the heck is a Meditation Token"? Well, that's easy. Keep on reading!
If at the start of your turn you control a Meditation Token, you may activate this trigger. If you do, remove your Meditation Token from the game and gain 3 Influence. Draw 3 cards. Discard 1 card.
(A Meditation Token that is under your control is removed from the game whenever a card you control inflicts damage)
As you can tell, this helps to add some sense of emergency to the game as players begin to feel OBLIGATED to attack their opponents in an effort to stop them from "Meditating" too long. It also leads to numerous laugh-out-loud situations of finger pointing and yelling, "DUDE! ATTACK SO-AND-SO! HE HAS THE TOKEN!"
Some Side Notes:
There are other variants we've tried where you can have the Meditation Token be removed from the game the moment the token controlling player is ATTACKED even, but that makes it next to impossible to pull of Pacifist and I don't think it's as fun. (Nor does it make as much sense)
Also, the winning player is the one who deals a Faction-defeating blow. You could change it to Last-Man-Standing, but you would have to do away with the Table Faction: World Order once it was down to only two players left, or it would just get ridiculous.
Finally, any cards that say "your opponent" specifically target your active opponent, unless they are being used during YOUR turn, in which they target whoever you so desire. Cards like Billionare can be dangerous in these kinds of settings, so it becomes a House-Rules on what cards are not playable during Multiplayer, but personally... I think with multiple opponents, someone will probably have an answer to Billionare pretty much instantly.
...So, feedback is appreciated! Tell me what you think of these rules!
"I broke my pants at work doing the Erotic Assassin." - Brian Hodge (True Story)
ok we will try the rules you put down b. we will see how well they work. you may have to run a few games of it this weekend if you can stay for a bit after states.
Last edited by tgrtrax; 04-19-2011 at 03:59 PM.
ok so at GenCon we did a little mulitplayer. attack left target left or right. triggers, tatics or abilities that don't target but are 'global' hit everyone. if someone did a global then for the next round of the table everyone can target or attack that player. very simple and it was fun. most people liked the way it ran but the game was 6 players and 2 hours. but fun was had by all.
Last edited by tgrtrax; 04-19-2011 at 04:06 PM.
I'd say the only thing that was wrong with it was the fact it took 2 hours, which I guess isn't too bad considering there where 6 players.Originally Posted by tgrtrax
Anywho, the multilayer was really fun! It's great to see people bartering with each other to stay alive
id like if there was any kind of 2v2 battle mode?
yeah u know that thing??
cuz you just LOST IT :P
Maybe one simple trigger on the faction?
"At the start of each turn you may chose your opponent."
"At the start of your turn...."
Players may chose opponent (ie. card which is representing one player)and keep this in secret until have to target opponent or keep this card face up.
I've just had this idea.
Last edited by TomekS; 03-25-2011 at 10:39 AM.
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