Multiplayer Keyforge House Rules

By TheHouseThatDisBuilt, in KeyForge

Greetings and salutations, all ye denizens of the Crucible!

I'm starting this thread to gather together the various house rules and tweaks that others have invented for multiplayer KeyForge. It's useful to hear how other players have resolved strange card interactions and counter-intuitive situations in order to keep multiplayer games as fun and fair as possible, especially in this, the early dawn of the world's first unique deck game, before any official multiplayer rules have chiseled into what I presume is the towering, onyx Obelisk of the Law at the center of FFG headquarters.

To start things off, I'll give a lenghty report on how our group resolves a situation in which multiple "Interdimensional Graft" are played by different players. ("Play: If an opponent forges a key on their next turn, they must give you their remaining [Aember]"):

Say that player turn order is A,B,C.

Player A plays Interdimensional Graft. Player B also plays Interdimensional Graft. Player C forges a key with 1 Aember remaining.

Who gets the remaining 1 Aember, A or B?

To resolve this, we came up with the "Turn Order Effect Check." Essentially, when a condition is potentially met, i.e. an "IF this THEN do this" effect, we look for the first effect that cares about that condition in turn order, starting with the active player.

In this scenario, the next player in turn order is player A, and so the condition of player A's Interdimentional Graft is satisfied, and so player A gains the Aember. At this point, we consider the condition "a player forged a key" and "the first instance of Interdimensional Graft found in turn order" to have "cancelled each other out," and so the effect check stops.

Player B's Interdimensional Graft is not cancelled, however. It will simply hang out until all other players have take their turn, waiting to see if any other players forge a key.

For example, suppose the Aember gained by player A puts them at 7 Aember, and they forge a key at the beginning of their turn. Just as before, the "Turn Order Effect Check" proceeds in player order. Player B's Interdimensional Graft is still hanging out to see if its condition is met, and so player B gets player A's extra Aember.

So, that's how we handle this situation. It's not clear to us at this point if the "Turn Order Effect Check" is generalizable, but should work for effects similar to Interdimensional Graft, where attempting to resolve effects simultaneously leads to ambiguous results.

Anyhow, hope this was maybe helpful. Happy forging!

The first game of multiplayer that I did, we just used a suggested amendment to capturing aember of: "Whoever made the creature leave play gets the aember". If the creature died during combat, the defending player was the one who made the creature leave play, not the one who forced the attack. This made things like Lost in the Woods stronger than it already was since you could capture and then shuffle your own creature in to "steal" the aember.

The other thing was "opponent" just became "opponents". This was not great because two of us had Lash of Broken Dreams, which did lock out the third player for quite a while. My three Ember Imps were also not a huge thrill.

What we have agreed to do next is try an old MTG variant where you can only Attack, Capture, Steal to the left. Any singular opponent effects you have only hit the opponent on the left. Global effects (things without targets) still hit everything in play. If you have more than three people, feel free to invoke the "Range 1" rule as well. This would mean that instead of Global effect hitting everything, it only affects the players on your immediate left and right.

There have also been suggestions that the more players, the less keys you play for since you will have more steal/capture cards flying around.

Summary:

3 Players:

  • Everyone draws 6, first player is not beholden to "one card on first turn"
  • Attack/Steal/Capture to the left
  • Cards that affect your opponent, only affect the opponent to your left
  • Cards that affect all objects still affect everything
  • Everything else is the same

4+ Players (Same as above except):

  • Cards that affect all objects only have a range of influence of one (immediate left and right)
  • 4-6 players, play only to two keys. 7+, play only to one key forged, keys can't be forged on the first or second turn, and may whichever deity of choice have mercy on your soul.

Teams (2v2)

  • Starting team may play two cards each on first turn
  • Players have their own aember pools, still only one key may be forged per turn.
  • Cards that affect one opponent, only affect the opponent across (or diagonal for added spice)
  • Play to two keys forged.