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cebalrai
Senior Member

Posts: 232
Registered:
August 2005
  Multiplayer Rules Tue, 09 January 2007 16:46
Sounds like there may be a 4-player (or more-player) expansion in the future. For now though, has anyone come up with some decent multiplayer rules? My gaming group consists of 4-6 players on any given night. Everyone is thinking BL looks really fun, but we simply have too many people to be playing many 2-player only games. I have 2 copies of Battlelore so I feel like I might have enough physical resources to pull it off.

Having two teams of two where everyone has their own small army might be doable. Everyone would have their own deck and such, I guess. But there are a lot of problems with this setup.

One big problem I imagine would be both players ganging up on a unit, killing it very quickly and easily. Pennant player #1 goes, then Banner player #1 and Banner player #2 would both get turns, taking shots at Pennant player #1's unit before he could react. It would come down to praying your units got knocked back out of range, which isn't the best way to play IMO.

Thoughts?
      
jayr13
Member

Posts: 46
Registered:
March 2006
Re:Multiplayer Rules Tue, 09 January 2007 18:00
I think multiplayer would be great, but I think ganging up on one person would always be possible. I have played Risk with 4 players and typically one person will be killed quickly if others decide to gang up on him/her. I don't think it is something that can be taken out of the game or should be. That is a tactic of war.
      
cebalrai
Senior Member

Posts: 232
Registered:
August 2005
Re:Multiplayer Rules Tue, 09 January 2007 19:32
I'm not really talking about taking out a player, but a unit. Just saying that it's a lot easier to wipe out a unit if there are two rounds of command cards being played in the area before the unit being attacked can react.

Anyone know of a good way to set up a 2-on-2 game? Smile
      
cberube
Junior Member

Posts: 1
Registered:
December 2006
Re:Multiplayer Rules Tue, 09 January 2007 22:54
We used the following rules over the weekend for a four player game, using only a single board:

Two teams of two, with each player controlling one flank and both players controlling the middle. For the right flank player, all command cards referring to the center or right flank affect the right flank only, the left flank cards affecting the center (Opposite for the left flank player, with only the right flank cards affecting the center).

The right flank player can never order units from the left flank, and the left flank player can never order units from the right flank. For cards where orders are given to 2 units in each section, only 4 units are ordered (2 center and 2 on controlled flank). Similarly, if mounted charge is played, only cavalry in the middle and your side of the board can be ordered (encourages teamates to share units by bringing them to the center).

The turns go from team to team, with only a single player from each team playing (alternatively, of course).

We used the setup from the 5th scenario, as this setup is balanced between teams and between the flanks. No loremasters or creatures were used as it was everyone's first game.

This tweaked system worked fairly well, and everyone had a good time.

Next game, we'll probably add loremasters with each player getting 4 lore levels to distribute. 6 levels would probably be overkill, but 3 levels each would most likely be too little since each player must pay for his or her own commander levels. Additional rules will probably be necessary, such as max 3 levels of each type of loremaster per team (with commander possibly excepted), and possibly an additional rule where if a player did not play a lore card during his turn, he can give a card to his teammate, who can keep the card (and discard one of his old cards) or simply refuse the card, which is discarded. The active player can then end his turn normally (draw lore card and/or obtain lore). This last rule may be necessary, as the lore deck will contain a larger than normal number of cards of the incorrect type. It'll also add an extra level or "teamwork".

While we played our first few games with teamates sharing and coordinating their command cards, I imagine it might be more fun to allow talk, but to keep command and lore cards hidden.

If anyone has any further suggestions, please post!
      
cebalrai
Senior Member

Posts: 232
Registered:
August 2005
Re:Multiplayer Rules Wed, 10 January 2007 13:49
Interesting!
      
JDillard
Junior Member

Posts: 1
Registered:
December 2006
Re:Multiplayer Rules Thu, 11 January 2007 00:13
We've been playing multiplayer for a while, with just one board. It might not sound like it, but it's a lot of fun to just play the game as two teams. Each team is its own little war council. They get together and discuss when their card plays come up, and agree on one.

Dunno if that would work well with more than 6 or so, teams just get too big to be relevant, but for less than that it's great.
      
    
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