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Is Fortress America a good game with 3 players ? (I usually play with only two other players)
When the US player loses, one of the two invader players will get the individual victory. But the Invader player controlling 2 invading forces must have a big advantage over the Invader player controlling only the southern forces ? I hope I'm wrong here; but is the game balanced on that point ?
Thanks in advance for your answers.
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Josh Morgan
United States Indianapolis Indiana
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Just make it so that the two players on the invaders side take turns controlling the third invader. Then don't count the swapped invaders score. That should solve the issue for you.
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Dave Heberer
United States Woodinville Washington
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I play the game as a 1 vs. group game, and give the 1 player red and yellow (meat grinder and helicopter leaping respectively) and then the other player gets blue (usually a blend of tactics and has most latitude on choices).
But if you insist on playing single victory, I would think the above suggestion would work. I recommend sharing red, that guy gets no love.
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Thanks for your answers.
If I understand well what you say, the game is not well balanced between the 2 Invader players when playing with 3 players. I hope that the future FFG edition will fix that. I much prefer games where there is only one winner at the end of a game, but with everybody having the same chances.
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Sam Carroll
United States Champaign Illinois
Soli Deo Gloria!
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I always count up points by invading force, not by player controlling that force. (So it doesn't matter what the total score of red+yellow is.) Or you could also take the average of the red and yellow forces and compare that to the actual score of the blue force. But anyway I feel like three-player is perhaps the weakest option for FA.
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J.L. Robert
United States Sherman Oaks California
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Have any of you tried a 3-player game where each player controls 1 invading force, somewhat like in Monsters Menace America?
Each side controls the US forces defending the sector against the player to the left (or right). Forces in the Plains can be moved if invading units are within 2 or 3 areas (again, controlled by the player to the left of those invaders.
On US Turn 1, roll 1 die: low die roll is the target of the first laser. On US Turn 2, the other 2 players are attacked once each. On Turn 3, all 3 players are attacked once each. Repeat this process accordingly. If a player captures a laser site, he will be targeted one fewer time per laser captured.
To offset the lack of coordination of the US lasers, each player draws and deploys a Reinforcement card, a total of THREE cards per US Turn.
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