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WHI LCG multiplayer rules for 4 (2vs2) or 6 (3vs3) players


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#1 Teokrata

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Posted 20 November 2012 - 09:06 AM

"Realm Wars" by Jan "Teokrata" Zieniewicz
Warhammer Invasion LCG multiplayer rules for 4 (2vs2) or 6 (3vs3) players

 

 

 

What is the WHI multiplayer "Realm Wars" format?
"Realm Wars" is multiplayer format in which two teams of two or three players leaded by his Commanders each play against one another in a single game.

How do turns work in „Realm Wars? Does each player take his or her own turn?
No. Instead, each team takes its own turn, and both players on the team go through the parts of the turn simultaneously. Phases are shared between teammates.

What resources do players on a team share?
Team’s resources (cards in hand, resource tokens, and so on) are not shared.

When a card says “you,” does that refer only to the player controlling that card, or does it affect the whole team?
Any card that says “you” only refers to its controller.

When a card says „each player“ does that refer to only one player or each player in both teams?
Any card that says “each player” refers to each player in both teams.

When a card says „each opponent“ does that refer to only one player or each opposing player?
Because of balance issues, any card that says “each opponent” refers only to ONE opposing player.

How do effects that trigger at the beginning of a turn or phase work in „Realm Wars“?
Effects that trigger “at the beginning of each/you” turn or phase will trigger once during that turn or phase – once for each player on the team.

How does priority work?
Teams have priority, not individual players. If both players on a team want to take an action at the same time, Commander of the team decides in which order the team’s actions are taken.

How does priority pass to the other team?
It works just like it does in a regular one-on-one game, except that teams, rather than players, pass priority back and forth. If neither player on a team wishes to do anything, that team passes. If both teams pass in succession (that is, if both teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority.

How do effects that give one of the players another phase (for example comabt) to a player's turn, or remove a phase from a player's turn work?
If an effect gives a player additional phase to that player’s turn, that player’s team takes the extra phase. If an effect causes a player to skip a phase, that player’s team does so.

Can players look at each others' hands or discuss strategy during a game?
Yes. Teammates may freely review each others' hands and discuss strategy during games as long as such discussions do not slow the game down. However, teammates cannot touch or manipulate each others' cards or permanents.

If a player can legally look at cards in a „hidden zone“, like developments, some player's deck or an opponent's hand, can that player show those cards to his or her teammate?
Yes. Teammates can look at any cards that a member of the team is entitled to see.

How does combat work in „Realm Wars“?
During the combat phase each team attack ONE zone of the other team's capitals as an one army. Only that ONE zone is considered as attacked and can be defended only by cards in that zone. Commander of the team choose which zone will be attacked, than each player in that team declare attackers.

When a team lose the game?
If each player in a team have no more cards in his/her deck or 4 zones in 2vs2 game and 6 zones in 3vs3 game controled by a team are burning, the team imidietly lose the game.

If player on a team have no more cards in his/her deck or have three zones burning, does the other players in a team keep playing?
Players win and lose the game only as a team, not as individuals.

What cards are banned and/or restricted in „Realm Wars“ format?
Any card banned or restricted in a particular format is still banned or restricted in the „Realm Wars“.

How new legend cards from „Eternal War“ Cycle works in „Realm Wars“?
New legend cards from „Eternal War“ Cycle force a team to burn one more zone to win for each player in that team, which played that kind of legend card during the game.

In „Realm Wars“ tournaments, are matches 2 out of 3 games?
No. In order to win a „Realm Wars“ match, a team needs only to win one game. Because teammates can consult with each other on strategy and take their turns at the same time, must burn more zones with only one attack each turn, games take longer than games in individual play.

 

 

enjoy



#2 Entropy42

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Posted 20 November 2012 - 10:10 AM

It seems like defense would be very difficult in this format, since a single zone can be attacked by two players at once, and yet still only defended by the units in that zone.  I have played a similar team setup where teammates could use the units in their battlefields to defend each other's zones.



#3 Teokrata

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Posted 20 November 2012 - 10:43 AM

Entropy42 said:

It seems like defense would be very difficult in this format, since a single zone can be attacked by two players at once, and yet still only defended by the units in that zone.  I have played a similar team setup where teammates could use the units in their battlefields to defend each other's zones.

in theory yes, attack -> defense, but remember about few more things:

- all players in a team have only 1 attack, what means whowever powerful the attack is they still can burn only one zone or kill only one legend

- battlefield zone is the less resourceful zone in the game, advantage for allied attackers makes battlefield as much important as quest or kingdom

- whole team have to burn 4/6 or 6/9 zones with only one attack each turn, wchich can be devastaded by single Master Rune of Valaya, Spite, Invoke Khaine's Wrath or sneaky used Hidden Grove? how intersting are cards hurting all attackers like for example Stricken Warrior?

- my multiplayer rules are against domination of control decks in 1vs1 format, when starting player is in better position. with more agresive battlefield, starting team have advantage in economy, but second team can burn enemy zone first and try to rush opposing team in 4 turns before they can control or outrush them, that means playing as second team is also very atractive.



#4 Teokrata

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Posted 21 November 2012 - 02:14 AM

…and there comes another very good card for my multiplayer format !!!

http://www.fantasyfl...utta-my-way.png

indirected damage of HE + orcs with that card should be very good team

MORE PLAYERS = MORE FUN



#5 Teokrata

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Posted 21 November 2012 - 04:21 AM

 

When attacking and burning zones are too easy…

Probably good move will be changing the durabilty of Capital zones - for 2vs2 game from 8 to 10 hit points and from 8 hit points to 12 for 3vs3 game



#6 Giami

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Posted 31 January 2013 - 03:27 AM

A question:
All units on the battlefields of all players on a team can attack an area of ??the capital enemy?



#7 Giami

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Posted 31 January 2013 - 08:14 AM

Giami said:

A question:
All units on the battlefields of all players in the same team,can attack an area of  the capital enemy ?



#8 Teokrata

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Posted 01 February 2013 - 02:50 AM

Giami said:

 

A question:
All units on the battlefields of all players on a team can attack an area of ??the capital enemy?

 

 

 

YES.

I updated that rules and change few things so now all works great, but I need some free time to translate them…



#9 Giami

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Posted 01 February 2013 - 06:08 AM

I await eagerly!






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