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Subject: 3-6 player battles. rss

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Eldar Kulmukhametov
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WE didn't get it. What happens when where are more than 2 factions(no allies) present in 1 zone? Do they all battle at the same time?
 
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Raithyn
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No. The first player in storm order chooses who to fight first per normal resolution rules. If they survive, they choose again. If not, the next player in storm order chooses. This continues until only one faction (or no factions) remain.
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Kolby Reddish
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raithyn wrote:
No. The first player in storm order chooses who to fight first per normal resolution rules. If they survive, they choose again. If not, the next player in storm order chooses. This continues until only one faction (or no factions) remain.


Incorrect. There can be no three way battles in the same zone. Once an area is occupied by a second faction, another cannot move in.
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Raithyn
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reddish22 wrote:
raithyn wrote:
No. The first player in storm order chooses who to fight first per normal resolution rules. If they survive, they choose again. If not, the next player in storm order chooses. This continues until only one faction (or no factions) remain.


Incorrect. There can be no three way battles in the same zone. Once an area is occupied by a second faction, another cannot move in.

That's only true for strongholds. Anywhere else, you can have as many unallied factions as want to show up.
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Kolby Reddish
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raithyn wrote:
reddish22 wrote:
raithyn wrote:
No. The first player in storm order chooses who to fight first per normal resolution rules. If they survive, they choose again. If not, the next player in storm order chooses. This continues until only one faction (or no factions) remain.


Incorrect. There can be no three way battles in the same zone. Once an area is occupied by a second faction, another cannot move in.

That's only true for strongholds. Anywhere else, you can have as many unallied factions as want to show up.


Oh, right. My bad! (Never seen this happen).
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Raithyn
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I've only seen it a couple times. Usually the math on potential losses doesn't work out well for anyone involved.
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Brad Johnson
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Yeah, agree, multi-player battles are relatively rare because strongholds are limited to two factions (and that's where almost all the action takes place), and it's rare that it's worth fighting multiple opponents over a regular spice blow.

This is one reason why I actually like the house rule of using the Shield Wall as a 6th stronghold -- We still treat it like a regular rock territory, and so multiple factions are allowed, but it's still a victory space. In end-of-game situations, we do see some multi-player battles there, and it can definitely spice things up.
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Shawn Garbett
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raithyn wrote:
reddish22 wrote:
raithyn wrote:
No. The first player in storm order chooses who to fight first per normal resolution rules. If they survive, they choose again. If not, the next player in storm order chooses. This continues until only one faction (or no factions) remain.


Incorrect. There can be no three way battles in the same zone. Once an area is occupied by a second faction, another cannot move in.

That's only true for strongholds. Anywhere else, you can have as many unallied factions as want to show up.


Our group made this mistake for many games (back in the 90's). It resulted in these huge throwdown battles at strongholds that sometimes ended the game in a dramatic all out conflict over a single stronghold. It made for shorter games but seemed to reduce some of the careful plotting that occurred when you don't end up with pile-ons at a stronghold. Overall the game still works with this mistake, but it's not as strategic.
 
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Samy
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CyberGarp wrote:
Our group made this mistake for many games (back in the 90's). It resulted in these huge throwdown battles at strongholds that sometimes ended the game in a dramatic all out conflict over a single stronghold. It made for shorter games but seemed to reduce some of the careful plotting that occurred when you don't end up with pile-ons at a stronghold. Overall the game still works with this mistake, but it's not as strategic.

Shorter games is a plus though. Always wondered how it would work out if the 2-player limit per stronghold was done away with. The whole rotating block routine sometimes feels a bit odd.
 
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Glenn McMaster
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Getting rid of blocking strongholds was one of the big reasons why I wanted to do a Rex-Dune crossover variant. Worked quite well, I thought. (The other was to increase revival, which worked well for tokens and poorly for the leaders, the original being much better on leader revival than Rex, IMO).
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Samy
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GLENN239 wrote:
Getting rid of blocking strongholds was one of the big reasons why I wanted to do a Rex-Dune crossover variant. Worked quite well, I thought. (The other was to increase revival, which worked well for tokens and poorly for the leaders, the original being much better on leader revival than Rex, IMO).

True, I forgot about that (there were a lot of other changes), it did work out well. There's enough of a lack of control based on player order that it discourages overdoing the three-way battles. (But also shipping to an occupied stronghold was more expensive in the Dune-Rex game.)
 
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