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Dungeon Command: Sting of Lolth» Forums » General

Subject: Rules for 4? rss

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Andrew DiGregorio
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Hi guys,

I have been contemplating jumping in on this game, as i love minis and i am a huge Magic player and fan from the very beginning.

That said, i tend to shy away from 2 player games, and generally prefer multiplayer (4+) games.

So, i see in the description for this game, it says "up to four can play with a few adjustments explained under the advanced rules."

So, my question for you guys is, how viable is this game with 4 players, and what in the rules changes exactly?

Has anyone tried playing it with 4 yet?

If 4 seems doable, i could see myself jumping in the deep and and getting 1 of each of the 4 factions currently available.
 
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Thomas Haver
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I own both the Heart of Cormyr and the Sting of Lolth. I played a few 2v2 team games last night. You can play with the rules printed on the back of the instructions, but I only had two sets available to play. Here is a slight variant.


Set up the game boards so that you sit opposite your ally. Split the creature and order cards according to the rules (color-coded symbol). Use only the four treasure locations shown on the large boards, as the other two spots on the small boards have become the start areas for the other two players. The large and small boards should be arranged so that only one of the small boards protrudes from one side of the map. Enjoy.



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T C
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I haven't tried it yet,but you can check out the rules book here. The multiplayer rules are on page 15.
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Andrew DiGregorio
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thanks guys.

T.C: I cant see that link here at work, but i'll check it out when i get home.

Tom: do you think 4 player would play better if each player had their own complete faction, rather than splitting a faction up between a team as you (and others ive read about) suggest?
 
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Thomas Haver
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It's possible, but given the close quarters of this variant I think six creatures is all you'll need. If you were playing a four-player game with four faction packs, then I imagine a longer game with more creatures. The game length for both 4-player games was a little over an hour.
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T C
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The multiplayer rules as written assume that each player is playing a full faction box at the minimum (there are the rules for custom warbands using multiple faction boxes).
Here are the rules minus picture examples from the rule book for advanced play since you can't access the link I provided at the moment:

Advanced Play
Once you’ve mastered the basics of the Dungeon
Command game, it’s time to take a look at other
ways of playing, as well as customizing the game
to suit your tastes. Below are a few options to help
you expand the way you play.
Multiplayer Games
You can play Dungeon Command with more than two people.
If you have an even number of players, you can choose teams,
with each having the same number of players. Alternatively,
you can play a free-for-all game.
To play a multiplayer game, each player needs to bring miniatures,
tiles, and cards to the table as described in the standard rules.
Free-for-All
To set up a free-for-all game, each player constructs part of the
battlefield with his or her tiles, as described in the standard rules.
Then, connect the battlefield segments so that the large tiles form
a rectangle. Two possible configurations are shown on page 15 of the rule book.
To play, follow the standard rules described in this book. The
game ends when one warband’s Morale is reduced to 0, or
when one player ends his or her turn with no creatures in play.
Determine the winner in the normal way.
Team Game
To play a team game, set up the battlefield as in the free-for-all rules.
Game play follows the standard rules, with the following changes.
* Assign each player to a team. There can be multiple
teams, but each team must have the same number
of players.
* The other players on your team are your allies, not your
opponents. The creatures controlled by your teammates
are allied creatures for the creatures in your warband.
* When the game ends, add up the Morale for all players on
each team. The team with the highest Morale total is the
winner. (In this way, even if a player on a team is reduced
to Morale 0, his or her team might still win the game.)

Just as in the standard game, if you ended your turn with
no creatures on the battlefield, your team cannot win.
Building Your Own Warbands
Each Dungeon Command Faction Pack includes everything you
need to play, but you can also build a warband of your own design
by combining Order cards, Creature cards, miniatures, and a
Commander from multiple Faction Packs. Custom warbands let
you explore the interaction of various cards, regardless of what
faction they might belong to.
When you build a custom warband, follow these rules.
* Your warband must include at least 12 creatures, each
with an associated miniature and Creature card. You can
have more than 1 of a given creature, but no more than
4 of a kind.
* Your Order deck must contain at least 30 cards. You can
have more than 1 of a given Order card, but no more than
4 of a kind.
* You must have exactly 1 Commander card.
* You must bring all of the necessary tiles, markers, and
tokens to create your portion of the battlefield and
support your warband.

One positive in my opinion is the game ends as soon as one player is eliminated, so there is no down time if you are the one who is knocked out. It also means that if you do not have the highest morale you don't want to knock out the weakest player and end the game.
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Andrew DiGregorio
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again, thanks guys. Most helpful.

And TC, extra thanks for cutting and pasting that stuff. It sounds like this would be pretty seamless with 4, and not add a crazy amount of time to the game since one player's elimination will end it.

I think you guys have just convinced me to dive in and buy some factions tonight.
 
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Andrew DiGregorio
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and my plans change again!

I just checked and i hadn't realized that the 2 latest factions are only available thru preorder. I had been under the impression that they had already been released. Goblin Faction is due in September and the Undead faction is due in November.

Oh well, it looks like i will be ordering just the 2 factions to start after all. If i want to play 4 player before then i could do it using Tom's idea.
 
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Multiples of the same faction are not bad to have if you enjoy the deck and warband customization parts of the game. Several of the miniatures and orders could be used by either faction easily. The main thing is that most of the cormyr set is strength based cards with creatures that have strength, and most of the drow set is dex based.

Of course ideally at least one of your other players is willing to buy their own sets if you all want to customize your warbands and order decks. But two of each set would allow for quite a bit of customization for 2 players, and the pieces to play 4 player with or without some minor customization.
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stephen biggs
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winning the 4-player rules is decided by who has lost the least morale.
Which would encourage hiding & letting the other players fight it out.
At the very least I'd replace the victory conditions to be you win by killing enemies. Your own losses being irrelevant to your end score.
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