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 5/6 Player Options

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Raynz
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PostSubject: 5/6 Player Options   1st January 2017, 11:07 pm

For my household, the games that get played the most are the games that can accommodate more people. People would rather all play together then have multiple games running concurrently. I'm wondering if folks smarter than I, and who've already engrossed themselves in the rules, have started to collect their thoughts around creating 5/6 player variant rules? If so, love to hear them!
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MaxC
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PostSubject: Re: 5/6 Player Options   2nd January 2017, 1:08 am

I haven't exactly given it a whole lot of thought, but if I were to make a 5/6 player scenario, I'd probably go with an elimination game, where each player has no god and a very limited points pool. I'm thinking 6-7 RP at most, enough for 2 heroes or similar composition. I'd probably allow each player to deploy their entire army in a single board-edge area on their first turn.

The victory condition would be last man standing, or perhaps every time someone finishes off an enemy unit you tally up the RP value of units that player has killed and first to a certain RP milestone wins.

Having small armies prevents overloaded map to some degree, and not having to fight enemy gods will allow for faster play IMO. Further tweaks would no doubt need to be made in order to really make the game mode enjoyable for everyone playing, but that's the general direction I'd take.
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Garret Grauvogel
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PostSubject: Re: 5/6 Player Options   2nd January 2017, 3:36 pm

Maybe you Play with two game boards and on each one three Players start the game. The two sides where no Players start are the Bridge.
A characte that stand on one of the rim Areas can move over as a complex Action.
You should probably still Keep the RP size small like MaxC suggested but then you might be able to ad a good for each Player.
Maybe you have two types of omphalos and you Need twoo of each to win. That way you a forced to visit the other board too.
You might even expand this System to 8 Players if you feel like it.
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MaxC
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PostSubject: Re: 5/6 Player Options   2nd January 2017, 8:12 pm

That setup would be unbalanced for the two players at the opposite ends, since they'd have to go a lot farther to get to the other map while also crossing the path of the other 2 on his map. I'm not sure how I feel about using a complex action to cross either. Perhaps the 4 players on the long ends have to collect 2 from each side as you suggested, but the 2 on the short edges only need to collect from their own map, so they won't need to travel as far.the problem then becomes that the 4 players in the middle are all fighting each other while the end players can sneak in and grab their omphalos relatively undisturbed. And then it would definitely not work for 5 players.

That suggestion could work to some degree, but you'd need some proper balancing that might be hard to do, andyou get a lot of the problems of playing with 3 players on a square map, but times 2.
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Garret Grauvogel
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PostSubject: Re: 5/6 Player Options   2nd January 2017, 8:38 pm

My initial idea would be for 8 Players and 4 maps. Then you would have all Players equally balanced but we only have two types of Omphalos at the Moment. That way you would have a two on two at first but then you have to battle the other Players as well.
But this would again only work for exactly 8 Players and would take quite a while.
Then it would make sense to Play without goods again (or use the approximat Points of 6 for them).
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Minifred
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PostSubject: Re: 5/6 Player Options   3rd January 2017, 10:31 am

Garret Grauvogel wrote:
My initial idea would be for 8 Players and 4 maps. Then you would have all Players equally balanced but we only have two types of Omphalos at the Moment. That way you would have a two on two at first but then you have to battle the other Players as well.
But this would again only work for exactly 8 Players and would take quite a while.
Then it would make sense to Play without goods again (or use the approximat Points of 6 for them).


i want to say " why not" !!

but...with so many maps some players armies will probably not encounter other players armies. Ok you can mix the deployment and make a coop 4vs4 or wathever you want. In fact it depends what are the rules !! all is possible
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Hellikin
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PostSubject: Re: 5/6 Player Options   3rd January 2017, 8:19 pm

Wasn't there mention that 2 of the maps would align? I'm thinking it was the Thermopylae map aligning with one of the Poseidon sea maps.

That would allow multiple players to fight on the same board, but it may get cluttered.
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mark k
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PostSubject: Re: 5/6 Player Options   17th January 2017, 1:04 am

if you were playing with 6 player have 2 maps 3 people on each map but to win to win you nead to go other map to get to find the last Omphalos
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Asgo
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PostSubject: Re: 5/6 Player Options   1st February 2017, 11:23 am

you could always go the hierarchical way:
multiple players per side

a 2 player game could become a 6 player game by hierarchical structuring the units you play
one plays the god and generally bosses the mortals around
one plays heroes/monsters, if these have any leader talents he may boss the respective troops around
one plays the troops and generally does as he is told or hides in fear of being stomped.Wink

same way you can push a 4 player game to 12 players
you probably should have some scoring system so that the players can rise through rank and file over multiple games, otherwise the troops might get restless (of course you can always keep your troops happy by providing enough alcohol Smile )


any other subdivision of units might work as well, but probably would cause less entertaining meta mayhem.

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