House Rules - Three Way Fight

By DigitalEccentric, in Warhammer 40,000: Conquest

Finally got my Warpack last night! Took their sweet time making it over to the UK... threw together a Tau/Eldar deck to try out with some of the new cards (didn't use the new Eldar ones, but threw in all three Piranhas, two Prelates and two Homing Beacons).

My first prelate was discarded before I could use it and never saw any of the other new draws, apart from the homing beacons which were useless by that point. It was a hard one to judge though because we were playing a House-rule three way game.

Personally, I hope FFG do open this up to meaningful MP-Play. I love AGoT because of this - the 3/4 player game is quite interesting because of the politicking. I can see Conquest being expanded to 2 v 2 quite easily, but the 40K universe is still a bit of a free-for-all, so I hope some kind of ruleset for that appears too.

Anyway, here are the house rules we came up with for a three way battle:

* Use all Ten Planets, but stick to only five in play at once (because of dials)

* Only two players can fight over a planet, so it’s first come, first serve.

* HQ Phase - draw three cards instead of two (this needs tweaking for balance as first game there was a lot of resources, but not enough cards. Second game opposite problem)

* Generally speaking, card abilities only effect the player who's at the same planet as you (you designated 'opponent'), if there isn't one (or it was card text triggered at a HQ/Event), then you get to choose.

* When two players are fighting at a planet, the third player can't interfere using events or card texts, unless it's one that says "Each Player", because that would affect everyone anyway.

I think those were the basics. Other than that we kept the victory conditions the same. So first player to either kill a warlord or take three symbols wins. It was interesting, although a bit weird. For the most part though it actually worked as a game experience.

What do you guys think about this? Any suggestions you'd make for a house rule 3+ game?

Im really liking the ideas above altough I have to say that a three-way game is just hard to do because of political games attached to it. Nontheless the above set up seems to be a good idea for incorporating it.

Personally I can see a nice set up for a 4 player game, using the 10 planet cards with 4 revealed for either two opponents with two face down in the middle. Once both middle face down planets are face up they can commit to any planet in the line.

Win conditions remain the same altough on each side there is a "first" planet where always will be a battle.

The inative token goed clock wise.

When multiple players commit to a single planet the one with the initiative goes first continueing clock wise.

Oh yeah, that was the other rules we were doing - Initiative token rotated clockwise, and turn order was derived from that as well (since only two people were at a planet at a time, if neither had the first player token, then the person to the FP's left had initiative)

That's the thing, there wasn't really any politking at all in the second game. We were all just doing our thing and since there wasn't really many opportunities for direct help or hinderence by the 'extra' player, it ran much like a normal game... just with extra players.

Cool, yep seems to be the way to go, again I think the system is not ideally build for it but offers enough flexability to experiment with it.

2 players per planet is interesting, though it presents a few complications. For example, do you also ban effects that would result in a 3rd player being present in a planet? (such as Mobile, Sicarius Chosen, etc.) This would seem to weaken factions that rely on such things.

Another approach might be to allow all players to all planets, and just let players choose where to place their attacks, or perhaps as a balance, to allow this for first planet only.

Could also see any card that says "your opponent" being problematic outside of battles, with cards like Tarrus, Raid, Virulent Plague Squad etc.

I think the cleanest solution would be to rule up front that it is reworded as "target opponent".

Other house rules I'd suggest:

- Mono faction decks only, and no neutral cards. That way, ownership of cards is never in question.

- Any number of players can commit to any planets.

- Leave HQ phase as 2C/4R, but force monofaction decks. This will push up the resource curve, and even out the not-enough-cards thing.

- Remove rule that you lose the game if you need to draw but can't. Instead, just don't draw.

Edited by Prepare for War

Well the game allready has the option to not draw the resources from a planet when the Command struggle is won, so removing the rules of not drawing 2 cards per new turn seem a bit useless to me. At the same time I also don't really see how limiting to mono faction actually helps with anything. For sure certain factions need their Neutral cards to begin with so it would only lead to certain factions being more powerfull in the early game without any faction really able to do the same... Not good for the game overall.

I've done a couple 3 and 4 player home games so we did the following.

-We only use 4 planets, layed out in a square shape, for each round. Where the first planet is the next cyclic planet and at the end of the round the player who captures the planet add its to their pile and the three other planets and any units stationed there move up to make room for the new planet.

-Initiative is cyclic as well. So player 1 has the prime initiative, the second player has 2nd initiative, and the 3rd player has the lowest initiative. As the initiative token is past that players becomes player 1.

-We still draw 2 cards at the beginning of each round but only gain 3 resources.

-Everyone has a chance to attack at the first planet and any planet with a warlord. This creates alot of temporary alliances and the opportunity for people to back stab making the game I think even more interesting.

I should note I have only so far done this with all of the members only using mono decks from the core and 5 cards added from the first war pack. All the same everyone who has played it quite enjoys it.

Well the game allready has the option to not draw the resources from a planet when the Command struggle is won, so removing the rules of not drawing 2 cards per new turn seem a bit useless to me. At the same time I also don't really see how limiting to mono faction actually helps with anything. For sure certain factions need their Neutral cards to begin with so it would only lead to certain factions being more powerfull in the early game without any faction really able to do the same... Not good for the game overall.

The main problem with mixed decks is marking ownership clearly.

Well the game allready has the option to not draw the resources from a planet when the Command struggle is won, so removing the rules of not drawing 2 cards per new turn seem a bit useless to me. At the same time I also don't really see how limiting to mono faction actually helps with anything. For sure certain factions need their Neutral cards to begin with so it would only lead to certain factions being more powerfull in the early game without any faction really able to do the same... Not good for the game overall.

The main problem with mixed decks is marking ownership clearly.

Not really, that is where coloured sleeves are also for.

Oh ya, thats a good solution. Never mind then! Normal deck construction!