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  1. #1
    DP Visionary snow_man's Avatar
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    Multi-person play thread

    So me and a few other shadow era junkies have been playing 4-6 team games.
    Here is the rule sets we've been using, with an explanation of why the rules are placed the way they are.
    Please be aware some of these rules will be tweaked, as we have only played about 4 games using them. 4-6 player games take roughly 1.5 hours to complete on average. 4 player FFA games seem to take MUCH MUCH longer.

    Rules in effect for both scenarios (Team and FFA)
    -First person does not draw a card, or get shadow energy. Second and all after players after draw/gain energy as normal.
    -During your turn you may choose to target which ever person you deem fit.
    -After getting to 0 health you are out of the game.
    -Before rolling dice, clockwise or counter clock wise is decided. Everyone rolls a dice, highest starts the game off.

    Team based scenario:
    Rule: Each team can only select a single hero per person. (IE two people on the same team can not both play Moonstalker).
    Reason: Some of the hero abilities when stacked make the game almost impossible to progress.

    Rule: Each team selects a entity to play (either all shadow or all human).
    Reason: The game was built around the humans fighting the shadow, not being allied with them.
    Clarification: If ever more factions are produced and have alliances to either side, they may be allowed to ally up, assuming that no team uses opposing allies. This is all fictional based until another faction shows up though.

    Rule: Most cards are already designed for team play. When a card says "All friendly or all opposing" it means all of your team's or all enemy mobs. Following the cards description based on the inscription actually works really well.
    Clarification: So far we have only have 1 effect that is ambiguous, and that is "protector". Most cards either say your allies or all friendly allies, protector cards say "allies" and do no clarify. There are issues going either way, with all friendly allies or individual allies. For the time being, if a card says "allies" but does not say "Your allies" it is presumed to be all friendly allies. This may change as we test this more.

    Rule: Only 1 unique, artifact, individual weapon can be played by a team at the same time. (IE Only one person can have jeweler's dream on the board at a time.)
    Reason: Certain cards make it impossible to play if multiples are on the board. King's pride x2 makes a teams allies do +4dmg/+2health. Coupled with 2x book of curses on the board, allies become almost hero like themselves.
    Clarification: You may wipe your partner's weapon by playing a weapon over it. IE your partner's king's pride has 1 durability remaining, you may play king's pride on your hero, which removes your partner's to the graveyard but gives your team a fresh king's pride.

    Rule: Target cards can target anything.
    Reason: In the past it would seem pointless to play a reinforced armor on someone else's cards. In team player mode, this is not the case. Sometimes buffing your partner's ally is essential.

    FFA Rules:
    No special rules were made as the game plays pretty well using standard rules.
    Aradiel

  2. #2
    DP Visionary Preybird's Avatar
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    Well thought out ruleset. I'm itching to have a 4 player FFA, but this makes team games doable.
    Extra Tough Claws - Proud Member of ETC

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