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Space Hulk: Death Angel – The Card Game» Forums » General

Subject: extra players question rss

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fairfaxx
United Kingdom
London
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with the release of the marine pack 1, with the 2 extra marines, is it ok to play with 7 or even 8 players? how will it affect the mechanics/difficulty?

I realize it will be a longer game with more downtime but any other reasons not to play with extra players?

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Laser Wolf
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I'd have to reread the rules to give a definite answer, but off the top of my head, it seems like adding more marines to the line could make the game a lot harder - considering adjacent movement and shooting range. Players would have a much tougher time supporting each other.
 
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Rauli Kettunen
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You will need to modify spawn numbers yourself, Void Lock only has spawns for max 6 teams.
 
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Malcolm Howell
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Dam the Man wrote:
You will need to modify spawn numbers yourself, Void Lock only has spawns for max 6 teams.

And with higher spawn numbers, you'll fly through the locations. You might want to add an extra one, like:

1A > 1B > 2 > 3 > 4
 
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What you could do (completely untested!) is run two simultaneous missions:

Use the void locks for 3 and either 4 or 5 players in separate columns.
Allocate the appropriate number of teams to each void lock, and put together separate location piles as appropriate.

Each turn:
1) The 12 Support tokens are a single pool shared between the two void locks (support actions can place a token on a marine not on that void lock, power like Power Field, Strategise, Litany of Hate can only affect their void lock)
2) A single event card is drawn and applies to both void locks (the spawn colours will match, the spawn rates won't). Any reference to picking a single marine still means one marine, not one marine per lock.
3) Teams will move on from locations at different rates, and that's okay.

If a team beats its area 4 objective and manages to kill all genestealers in the formation and its area 4 blip piles, it moves on to join the other team at the bottom of its formation, wherever that has got up to. Spawn rates are unaffected by this. If the team beats the area 4 objective but is then overrun, discard the surviving genestealers from that void lock with no further effect. If a team gets wiped out before completing its area 4 objective, keep its current area with genestealers (and any progress made towards the objective) intact, because the other team might be able to cross-over after it's done.

Marines win if they beat both area 4 objectives, draw if they get 1, lose if both are lost.

If you have the Tyranid expansion as well, give the bigger void lock the Tyranid blip piles and a Hive Lord objective, and the smaller the Genestealer blip piles and a red/green area 4.

You'll need to make a spare set of terrain cards from paper but otherwise all the components are in the box already.

If you don't have the Tyranid expansion, you'll probably want some more Genestealer cards or you'll constantly run out. You could substitute a normal deck of playing cards - heads=diamonds, tails=clubs, tongues=spades, claws=hearts to get roughly the right number.
 
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