Recommend
 
 Thumb up
 Hide
3 Posts

Rum & Bones» Forums » Variants

Subject: 3- or 4-player variant using any of the standard board configurations rss

Your Tags: Add tags
Popular Tags: [View All]
Edd Allard
United States
Colorado Springs
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
Tried a new 3-player variant. After three plays it has a much better “feel” than the variant in the rulebook. Here’s what we did.

However, I've edited this post with some changes we made to fix a balance issue.

Setup
The single player deploys 4 Heroes and has a starting hand limit of 4 Tide Cards.
The team players each deploy 2 Heroes and have a hand limit of 2 Tide Cards apiece.
Board setup is as per the two player rules.
Cards and reactions that affect deployed Heroes may affect any deployed Hero, even one that is not being activated during the current turn.

Gameplay
Each side may only activate 3 Heroes per turn. Also, the fourth Hero cannot deploy if the other 3 Heroes occupy the 3 Deployment Points. (This means each side will be unable to deploy the 4th Hero until the second turn, at the earliest.)

When it’s the team players’ turn, one player is designated the “Start Player” for their side for that turn. “Start Player” alternates every turn (so Player A starts turn 1, Player B starts turn 2, etc.).

The Start Player fires the deck gun and moves/activates the Deckhands/Bosuns.

During the team players’ turn, the Start Player may activate one or both of his Heroes. When he is finished his teammate may activate only as many Heroes as will bring the total activations to 3. So, if the start Player activates both of his Heroes, the teammate can only activate one.

Either team player may play cards or reactions normally.

During the single player's turn, the player must activate the Hero that was not activated last turn, if possible. (We found that the team Heroes are sometimes sub-optimized by the team turn order. We don't let the second team player activate any Heroes until the Start Player has activated one or both of his. This rule is to offset that issue.)

During the Prepare Heroes phase, the team players may bring their total deployed Heroes to 4, using all of the deployment rules normally. However, if all three of the team’s Deployment Points are occupied by the other 3 Heroes, the fourth Hero remains off the board for this round.

All buffs apply to all Heroes on a side.

After our second game, it became apparent that the original concept of 4-on-3 was unbalanced. This version seemed to work better, and was fairly balanced. We think a similar setup with two opposing teams utilizing the above team rules would work equally well.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matt **
United States
Unspecified
Massachusetts
flag msg tools
mbmbmbmbmb
ineteresting idea. I will try it out next time I have 3 people.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Manuel Bourgeois
Canada
Longueuil
Quebec
flag msg tools
mb
Quote:
During the single player's turn, the player must activate the Hero that was not activated last turn, if possible. (We found that the team Heroes are sometimes sub-optimized by the team turn order. We don't let the second team player activate any Heroes until the Start Player has activated one or both of his. This rule is to offset that issue.)


This does not seem to be a very fair way to do things.

EXAMPLE:
-- Team 1 (Single, Player #1) has 4 Heroes (A,B,C,D)
If he does A,B,C on turn 1, he must activate D + Any 2 of (A,B,C) on the next turn.

-- Team 2 (Duo, Player #2 + #3) has 4 Heroes (A,B and C,D).
With the rules you suggest. Team 2 can activate Player 2's (Hero B) + Player 3's (Hero C+D) every single turn.


SUGGESTION
Why not simple have the rule be the same for both teams.
Player 1 controls 4 Heroes, activates 3, one of which must be the one not activated the turn before.
Player 2 and 3 control 2 Heroes each. They have 3 activations total, and must activate the hero which was not activate the turn before.

EXAMPLE:

TURN 1:
Team 1: A,B,C
Team 2 (Player 2 Leads): A,B + C

TURN 2:
Team 1: D,A,B
Team 2: (Player 3 Leads): D + A,B

Exactly the same for both teams.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.