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Music
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January 2005
  Music's 2 Player Game Mon, 31 January 2005 07:04
I have just got the game and have really liked playing it as well. We too have been experimenting with variations for two a player game. We have played the game with 3, 4, and 5 players, and have developed a couple of house rules that we like, and now use for a two player game as well.

Rule 1:

We play that one of the 'vacant' Cells (the Cells not belonging to anyone playing the game) belongs to the Abbot, and that any additional cells were occupied by other road weary travellers who, due to other obligations, had to leave and continue on their journey. Of course, the Abbot questioned them and verified their alibis before allowing them to leave.

Players can search the 'vacant' cells to try and discover the alibis that the Abbot learned from questioning the traveller's and from supervising our investigations.

i.e. When setting up the game we place five suspect cards in the Parlor pile and two suspect cards in each of the vacant cells to represent the traveller's alibis. When we search a vacant cell, we first, put one of the cards from our hand, which represents the alibis that the Abbot learned from us, under the two existing cards in that cell. Then, we take the top card from pile in that cell.

(We prefer to put a card under the pile before taking one so that a player cannot put back the same card that they took. This allows the concept to continue being of use longer.)

If anyone catches you in a vacant cell, the same penance penalty happens as if you had caught them in your cell.

Rule 2:

Each time that you visit your own Cell, you may leave one card from your hand there. This prevents you from having to pass it during mass.

If someone searches your cell then they can choose to randomly take a card from your hand, as normal, or to search the cell as we do in Variation 1 (put a card on the bottom of the pile and take the top one). This card left behind represents a clue dropped in the haste of searching your room.

If you catch someone in your room, you take back the card that they took and put it in the same place it was (either back in your hand or back in your Cell). You also get to look at the card that they left behind (if applicable), and put them back in your cell in any order. The person caught in your cell, of course, goes for penance as normal. (We don't allow ourselves to add or remove cards from our Cell pile on turns that we have caught someone snooping.)

If you return to your Cell, without catching someone, you can either leave another card in your cell, or take one of the cards from your cell and put it back in your hand. Either way, you can look at all of the cards in your Cell, and put the same cards back in any order.

We have not yet decided what limit we are going to place on hiding cards in our Cells. We like allowing 2 or 3 cards because it makes others have to visit your cell a couple of times to see the card that you buried on the bottom of your pile.
We also play that when you go to your own cell, you have to make sure that you have at least 2 cards in your hand or you have to take cards from your Cell pile.

If you are leaving a card in your cell, and have to take one back to meet a hand minimum or to avoid exceeding a room maximum, then we play that, you have to take card from the top of the pile rather then being able to pick which card. You can leave the remaining cards in any order you choose.

P.S. Before coming up with the above rules, we had also tried playing two player games without the Library books, with extra suspect cards in the Parlor pile, and rather than taking a suspect card in the Parlor room, having the option of either 1. Leave a card/take a card (like above), or 2. Asking a trait question (even though suspect cards are still available).

I look forward to feedback and other suggestions for a two player game.

[Updated on: Tue, 01 February 2005 01:42]

      
Arguset
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December 2009
Re:Music's 2 Player Game Wed, 09 December 2009 14:54
Hi! This is my first participation in the forum. Me and my wife bought MotA and we would like to know if it really works with these two players variations. I've read them and I think it would be also great! Just one question. When making an accusation, do you see the cards in the cellars or what? Thanks in advance!!
      
Mighty Jim 83
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Starshiy Leytenant

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August 2009
Re:Music's 2 Player Game Fri, 08 January 2010 14:59
Does this lead to any problems with accusations?

In a normal game, once all the cards have been removed from the parlatorium (allowing accusations to be made), all monks will be held by one player or other), so an incorrect accusation can instantly be rectified by someone showing that monk - i can see this going wrong here, if the accused is still in someone's cell?

still, sounds worth trying, though. Anyone else tried it?
      
Music
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January 2005
Re:Music's 2 Player Game Sat, 23 January 2010 09:13
Depending on how serious of a game we are having, or how many people are playing, we deal with the accusation issue a few ways:

1. If no one has the accused in their hand, we go once around the table (starting with the player after the one who made the accusation) to see if any brother is willing to swear an oath that the accused is innocent (That they have seen the card, but it is now in one of the cell piles).

If no one is willing or able to vouch for the accused, we each check the cards hidden in our own cell (Without changing the cards or the order of the cards).

If the accused is still not found, we then take turns (starting again with the player after the one who made the accusation) of drawing a card from the top of any one of the vacant cell piles. We don't share that card with anyone else, unless it is the accused. The card is put back under the pile, but cannot be drawn by anyone else (Because it has already been verified and we want to keep the game going. We turn the card sideways to keep track of which cards have already been verified).

The accuser also gets to draw a card, but everyone else gets to draw first (So they don't get an advantage over anyone else). We continue until the accused is found innocent, or we have drawn though all of the cards once.

If the accused is proven innocent, then our penance for the accuser is to be placed in the Chapel's inner Confessional for the remainder of this turn and to miss the first round of the next turn.

We haven't had a brother swear a false oath, yet, but if they do, they will be sentenced to a life of mockery, shame, and servitude until the other brothers forgive them.

2. You can also not replace the cards in the vacant cells, or stop replacing them after x masses, and treat them as additional "Parlor" piles (Can't make an accusation until they are all drawn).

3. You could have the accusation end the game, but allow everyone else to make one last revelation (that is different from the characteristics of any previous revelation or of anyone currently accused) or a different accusation of their own.

To determine the order of who makes the next guess, we just continue making regular pawn movements (No Encounters or other Actions) until everyone gets to the Chapter Hall.

Once everyone has had the option for a final guess, we pull the card from under the board and award the points.

P.S. Thanks for considering my variations. I hope you enjoy them.
      
    
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