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I like making variants (even though I like and play most of my games using core rules), so I thought about a 4-player variant since the 3-player variant rules seems to work pretty well overall.
I haven't tested these but they're just here for discussion in case people are interested/care.
Variant 1, basic:
Set up a + sign, with 4 flags for the vertical | and 4 flags for the horizontal - and then one flag smack in the center (leave a lot of room around this center flag). Each player sits in one quandrant. So kinda like the following "picture" (numbers is where the player sits, # is where the flags are and the middle flag is !)
1 1 # 2 2 1 1 # 2 2 # # ! # # 3 3 # 4 4 3 3 # 4 4
So each player has 5 flags in play with the middle flag being contested by all 4 players and all other flags by 3 of the 4 players only (e.g. Player 1 is playing against Players 2 and 3 mainly, but against player 4 only for middle flag). Win if you get 3 flags. No breakthrough rules. Probably don't use tactics cards. To speed up play, players opposite each other can go simultaneously (1 and 4 play at same time, 2 and 3 play at same time). This works since opposite players aren't in direct conflict except for the middle flag. That might be significant, but it should work ok I think, not sure. Tiebreaker is the middle flag holder wins. Hand size of 7, though testing might say use smaller hand size. Subvariant a: If you lose 3 of the 4 non-middle-flags, you already lost, but if you win the middle flag, you still come in second place rather than last. Subvariant b: Winning the middle flag grants you a free card draw (bringing your hand limit to 8 instead of 7).
Variant 2, King of the Hill:
Same setup and same rules as variant 1, except for the fact that you can only try for the middle flag if you win at least one of the internal flag battles (i.e. the flags closest to the middle flag). The only difference strategy-wise with Variant 1 is that the middle flag is not always in contention (at least not in the beginning) and not by every player (except for the rare case that each player wins 1 of the 4 internal flags), so it's a less chaotic battle in the center. Also, it's more likely that there will be no simultaneous turns for opposite players that affect each other (i.e. more isolated battles and closer to the 3 player variant).
Variant 3, Points system:
Same setup and same rules as variant 1, except each flag is assigned a point value and the highest points when all flags are resolved. Non-middle flag = 1 point, Middle flag = 2 points. Number of flags won and then middle flag breaks ties. Nice and simple. Subvariant a: Combine variants 2 and 3, but then points could be external flags = 3, internal = 2, middle = 4.
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Ben Bateson
United Kingdom Ross-on-Wye
Owner of original 'crappy art' GtR and pleased about it.
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Have you tried Chicago Poker?
It might save you a lot of effort...
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Never heard of it, but thanks, will read up on it.
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