Forced patience is a virtue, I guess, eh? The moment we've all been waiting for
........
www.fantasyflightgames.com/edge_news.asp
Good friggin' grief! Multiplayer rules at last!
Those are some kinda interesting variant ways of playing, although i don't think they're official either.
Check this thread for some pretty solid (but still community generated) 2v2 and FFA ways of playing:
Well said. Though not directly from FFG, these rules have been extensively playtested by a group spearheaded by a former Wizards of the Coast Organized Play rep (yours truly
) and containing longtime cardgame tournament and social players of over a decade play experience. NOT to say that we're anything more special than any other playgroup, simply that we've been around the scene for a goodly amount of time and have had much exposure and experience with cardgames at levels ranging from international to local neighborhood. Basically, I'm just assuring you that we've put some focused and educated effort into the rule sets and that you may have quite a bit of fun trying them out.
For groups of 3-4 players, we've found that open-ended attacking works just fine (attacking any opponent you choose). That is, unless you're in a group that likes to pick on just one guy all the time, in which case you'll need to institute an "attack to the left only" rule to govern this uncool behavior
. But, by and large, we've determined that for small groups of less than 5 players, the standard W:I rules as they appear in the rulebook and Errata Sheet hold up pretty well with the following minor adjustments:
•The first player gets a quest phase on the first turn.
•Only the last player gets a battlefield phase in the first round of turns.
•Effects that refer specifically to multiple players (and only these effects) do, of course, affect all applicable players. Targeted effects affect only the targets selected by the effect's controller.
Other than that, I think you'll find the basic rules to be fully functional for small group play as they are. In larger groups of 5 of more, like the one we're expecting at the Orlando Regionals, the rules I've set forth in the announcement page are more suitable. We would love to hear other groups' experiences, though, to further tighten up the rules as needed. Perhaps we could all be something of a de facto extended playtest group and submit a final rules set to the company for consideration, y'know?
Maybe it's not official but it better then the rule "attack only the player on the left". Nice one.
Thanks. Try it out with your group and see what you think. Everyone I've ever taught the rules to has gotten addicted to the format. Happens a lot, actually. Hope you dig it!
We did play 'attack any player' in a 3-person FFA. The losing player was completely ignored while the others tried to struggle for supremacy. Poor, Poor chaos player, he forgot to develop and Judgement of Verenna left him drawing nothing but greater unclean ones and attachments while us other players fought each other.
Overseer Lazarus said:
Forced patience is a virtue, I guess, eh? The moment we've all been waiting for
........
www.fantasyflightgames.com/edge_news.asp
Link is wrong.
I can't find anything official about this on the website. Care to enlight me ?
Same here, Supa. This link goes to a blank page. Nothing to see there, sadly.
Supa said:
Overseer Lazarus said:
Forced patience is a virtue, I guess, eh? The moment we've all been waiting for
........
www.fantasyflightgames.com/edge_news.asp
Link is wrong.
I can't find anything official about this on the website. Care to enlight me ?
Here are the rules you're looking for:
To start, assign RANDOM SEATING. This is essential, as you'll see. Randomly determine who CHOOSES who will go first. Everyone gets a quest phase in the first round of turns, but only the last player gets a battlefield phase in that first round. Therefore, selecting who will be the first player has strategic implications. Everyone shuffles up and lets the player to their left cut, to allow everyone a cut and to eliminate any deck shenanigans. Normal rules apply to much of the rest of the game. The exceptions are:
- Attacks can only made on the players to the left and right of you, hence the random seating. Targeted card effects may target any player, and AoE's (Area of Effect) hit anyone to whom it applies, such as Hate, T-Bomb(Troll Vomit), and Shrine to Nurgle. Effects that target players or cards will trigger even if the effect's controller is not included in the targets.
-
If multiple players wish to play a response effect simultaneously, the active player has priority, with priority proceeding clockwise around the table. This is called Prioritized Operations Order, or POO
. Remember that these effects will simply go on the chain, and will resolve normally. If players wish to respond to a response, a new subchain is created following the same, simple POO. Each subchain MUST be completed before returning to the previous chain from which the currently completed subchain was split.
- The functionality of a multiplayer W:I game hinges on the proper application of POO, which should never be tossed about or turned away from.
- Cards may only be discarded, corrupted, damaged, sacrificed, or otherwise chosen for one effect at a time. Corrupted cards cannot be corrupted.
- Modifiers from multiple players are cumulative.
- If an event triggers effects from multiple players, the effects are placed on the chain in POO. If the effects are Forced: , then any targets are still chosen in standard POO, but applied simultaneously. For example, Jack drops a J-Bomb (Judgment) and both Jill and Diane have their own Dwarven Rangers shuffling about. Counting clockwise from Jack, the active player, Diane is seated before Jill, and so Diane selects each target of her Rangers for each of her dwarves that buy the farm. Then, Jill selects her targets in like fashion. However, all of the damage inflicted from both of the pesky Rangers is applied simultaneously, since these effects are Forced: .
- If a player makes no attack for 2 consecutive turns, that player receives 1 Forced damage to each zone of his Capitol Board. Like Forced: effects, Forced damage cannot be cancelled, interrupted, or redirected. Play UBT at your own risk!!
- A player is awarded 1 Kill Point for each player that he deals the final point of damage to, and 2 KP's for dealing lethal damage to a racial enemy. You gotta know your enemy. The last player standing receives 1 KP, as well. If a player is eliminated by decking (EBD), the last player to deal damage to the EBD'd player gets the KP. Any player eliminated by Forced damage is worth a KP to the player who damaged the exiting player last. The player with the most KP's wins, even if they've been eliminated and are home watching SportsCenter already.
These are all the rules you should need to play smoothly. Invariably, there are going to be questions and confusions, but instead of trying to predict them, I'll happily take any and all queries and answer them as they come. Have fun, and let me know what your group thinks of these rules. We bloody love 'em!
Though it should be obvious on its own, I suppose I'll specify that you can still only make one attack per turn.
So just to make things clear. The above posted rules are the official rules from FFG or not?
They are Overseer Lazarus's rules, not official ones from FFG (as far as I know).
They're not designed by FFG, true, but they are credible, authentic rules developed through experience in game design and extensive playtesting. Game balance, speed of play, and overall fun factor were accounted for during development. I've noticed a number of us current and former industry types here on the boards, which is only a benefit to our loyal community, particularly when the Home Office drags their feet so! >: ,