Is it possible to play the game with 4 players, 2 vs 2 with the rules for battlecon about team battles?
Thanks in advance!
while its not in the rulebook, you could extrapolate the rules easily enough, im not sure how many rule conflicts there would be.
standard 2v2 in the rules would be tag team
Okay, let's take a stab at this! Slightly edited second draft!
Generally: The tag-team rules apply, subject to the changes below.
New terms: The "Tagged Character" and "Tagged Player" of each team is the character in play, and that character's player. The other character is the Untagged Character, controlled by the Untagged Player.
Any reference to the Untagged Player interacting with the Tagged Player, or vice-versa, means the other player on the same team.
Setup: Four players begin with their character's usual 30-card deck. The starting team chooses their Tagged Player, then the second team chooses theirs. The second team's Tagged Player begins with six cards and the other three players begin with five.
Players may then mulligan as usual.
Communication: Players may look at their teammates' hand, but all other communication must be public.
In particular, gesturing to the cards in your hand or your partner's is disallowed.
You are allowed, however, to say things like "you should probably Cross-Strike with your EX Attack," taking advantage of your knowledge of your Partner's hand in order to be intentionally ambiguous to your opponents.
Card-management: Simply put, your cards don't intermingle with your partner's.
Characters have their own separate Gauges, Hands, Decks, and Discards. Treat any effects that mention the Gauge, Hand, Deck, or Discard as belonging to the Tagged Player.
Each player maintains their own Continuous Boost Area, as well. However, as in the Tag Team variant, all active Continuous Boosts will apply to the next Strike. Boosts will be discarded to the respective player's Discard. Treat any effects that mention a Player's Continuous Boosts as dealing with all of that Team's Continuous Boosts. (For example, Eva's effects that keep her Continuous Boosts in play also affect her Partner's Continuous Boosts.)
Whenever the Untagged Player spends the Tagged Player's Gauge, the Tagged Player discards Gauge to his or her own Discard (subject to other effects, such as Zoey's Exceed ability). The Tagged Player chooses which Gauge cards to pay with.
References to sealed cards continue to apply to the sealed cards of any player, as usual.
Drawing cards: The Untagged Player draws a card after their Team takes an Action, not the Tagged Player.
(The Prepare action still causes the Tagged Player to draw, so that each player draws one card.)
Turn sequence: Before the Tagged Player chooses whether to Strike or take an action, the Untagged Player decides whether to declare a Cross-Strike, Cross-Boost, or Reverse-Cross-Exceed, described below - doing so counts as that team's Action or Strike for that turn.
Partner Tag Team Actions: Instead of Tag Team Actions, the following additional actions are available:
Switch Characters: Same as the Tag Team variant.
Cross-Boost: The Untagged Player pays one Gauge, either from his or her own Gauge or partner's, and puts a Boost in play, paying its usual costs. The Untagged Player plays all Force costs. Only the Untagged Player may choose this action.
Cross-Exceed: Same as the Tag Team variant. The Gauge is paid by the Tagged Player.
Reverse-Cross-Exceed: The Untagged Player pays the Gauge to flip the Tagged Character over to its Exceed side. Only the Untagged Player may choose this action.
Change of Cards: Same as the usual Change of Cards action, except that the Tagged Player may give any number of his or her card-draws to the Untagged Player. The Tagged Player must choose in advance how much Force to spend, and how many cards each player will draw, before any cards are drawn.
Partner Tag Team Strikes:
Cross Strike: The Untagged Player pays one Gauge, using either Partner's Gauge, to immediately tag in and Strike. Only the Untagged Player may choose this Strike.
(Cross Strike costs two Gauge in the Tag Team variant. In a four-player game, though, it makes sense to let Players do this more often, because this keeps all four players more consistently engaged with the game.)
(Edit: On further consideration, I've removed Ejection Strike. There's no need for it. The inability for the Tagged player to draw normally after each Action means there's plenty of natural pressure to force each Team to tag often, even if one character is significantly more damaged.)
- Last edited Mon Oct 3, 2016 5:13 am (Total Number of Edits: 3)
- Posted Sun Oct 2, 2016 10:07 pm
Oh, I hope you weren't talking about simultaneous 2v2 battles. Making that work in a way that's balanced is more like designing an entirely new game.
But I could be mistaken! I'll be thinking about it all week, I'm sure.