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Waterloo 1815: Fallen Eagles» Forums » Variants

Subject: Multiplayer variant rss

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Björn Engqvist
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For some reason I had not made a post for this game about my multiplayer variant but it is equally suited (if not better) for Waterloo. Link to that thread, with some discussion, is here: https://www.boardgamegeek.com/thread/1735368/multiplayer-var...

Quote:
Mutliplayer suggestion for both Eagles of France games

Purpose: to speed up play when having more than one player per side.

How: through performing two activations simultaneously per side instead of one. It will change the flow of the game somewhat, but if you think this is okay to compensate for faster play, this is a variant for you to try.

It should be noticed that this variant is not in any way intended to be suited for competitive play or to be perfectly balanced - there may be unforeseen effects.

In order for it to work as intended, players should welcome a faster-paced game while also not being strangers to suffering from a little "friction of war", even between "allies"! Players should not openly discuss their plans in too detailed a manner so as to not have too much advantage of this variant.

Instructions:

1. Upon starting the game, divvy up all the formations and commanders between the players on each side. Do this in a way that seems practical to you, one option is to try to have about even numbers in one "left" half and one "right" half.

2. How to play: When a side gets to activate, both team mates nominate one formation officer or commander each to activate out of *their* half of the army. They make this choice in secret INCLUDING from each other (use any convenient method).

3. Roll against the desired leaders' iniatitive, still not revealing their identity. If a roll fails, that player chooses another leader to activate, and so on. Not until both players have successfully rolled for initiative do they reveal leader identity. Mark both leaders as activated. In the outlikely event that a player will fail to activate all his leaders, he must pass.

4. If both are formation leaders, start both activations by following the SoP exactly so that all units of both formations finish every phase before anyone moves to the next, eg finish all movement before switching to melee resolution, etc. If it is desired, bar the two players from communicating. Situations can arise where both formations are close to each other. Units from two different formations cannot combine fire against the same target, nor melee the same hex UNLESS activated by a commander's special ability as per normal rules.

5. If one or both activated leaders are commanders they select their command actions BEFORE a formation starts its activation. If it is an order change it takes effect immediately, including if for a just activated formation of the other player; if a rally action, resolve and then successfully rallied units are available to be moved in a formation activation by the other player; if an extra activation, follow the SoP for those stacks exactly along with the other player's formation.

6. When both players are finished they BOTH roll against end of turn. If one OR both of them exceed the eot number, it takes effect once, but only once.

7. If the turn continues, the other team start over from #2 above.

Example: Joachim and Joseph will play a game of Rising Eagles against Alexander and Charles. Joachim takes Lannes, Murat, Duroc, Bessieres; Joseph takes Napoleon, Davout, Soult and Bernadotte. France wins intiative. Joachim secretly selects Murat, Joseph takes Bernadotte. Murat succeeds to activate, but Bernadotte (unsurprisingly) fails. Instead, Napoleon is selected, and makes it. Now both leaders are revealed. Without communicating, Joseph decides that Napoleon will rally some troops that happen to be within his command range. Luckily, two stacks belong to Murat's corps and can now be moved by the other French player. When he is done with Murat's activation, both players roll vs end of turn number 10, and by a strange chance both of them roll '11'. This causes the turn marker to flip to 'finishing', but the turn does not end (only one high roll counts, not both).
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