Okay these are just some of the other games out there and how they handle multiplay
Game of Thrones - offers the titles. Seems to play more like a game of Citadels, only not as limited in choice of actions. (I doubt W I will make a new box just to take the unique game variant away from AGoT)
Legend of the Five Rings - after declaring attacks/battle, attacker gets to invite other players to aid him. After attacker makes alliances the defender gets to ask for the non-involved players' aid. (I can see taking this concept and allowing players to send troops from their battlefield to aid a player. With resources being tokens they can even make rules for bribes. The incentive being that a player will gain more resources before having to reset them on his turn. Of cource only Order can aid Order and Destruction can only aid Destruction)
Magic The Gathering - has 3 variants I can see W I taking up
FFA (Can see W I taking the approach of Call of Chulhu multiplay, by not allowing anyone to attack on the first turn).
Emperor - Played between two teams each team has a core player they MUST protect. If that player loses then both do. (I can see this being used with Order and Destruction only team ups).
Knight and King - Similar to Emperor but only the Knights can attack and also must be defeated before the King gets to attack or can be attacked. So while one player plays the game normally the other player masses a huge army. (Don't see W I because it would be a mess with how resources and such work and defeats the purpose of choice).
Pokemon - adopts the two headed ogre variant in WoW and MTG. Basically teams take turns. Each team shares a turn, so they acquire reasources, draw cards, and attack at the same time. (I can see W I using this and just making it so that each player gets their own kingdom and quest zones but both players share a common battlefield zone. Possibly even getting to trade/share a pool of resources).
My take on a Warhammer Invasion multiplayer system is a combo of L5R's allys mechanic and Call of Chulhu forcing everyone to suffer the first player penalty.
So that Free for All is just that, a free for all bout where the option to help a player comes available with the ability to acquire resources. And no player can attack on the first turn.
Then for team games use the hybrid of the two headed giant from MTG, Pokemon, and WoW. Having the ability to share resources is extreme, so i think just sharing a turn and all phases, to open up for team discussion and tactics, works better. In other words, both players will uncorrupt one of their units each, then both reset resources and gather their own private stash. At some point during the turn the players can trade resources (not sure when). Then both players draw cards. The players now act as a team purchasing cards. During attacks, the team shares a single battlefield zone, but keep their units near the top of their capital so that they don't mix up the cards. The only issue I find with this is that with such a large battlefield attack a zone that is not shared will be over whelming, so maybe allow player whose capital is not being attacked to send defenders from units that they control from the battlefield to the attacked zone.
even tho the battlefield is shared the actual zones are separate as far as damage goes.To all players on a team must be defeated.
Just some ideas to get everyones brains conjuring up a brainstorm. Please posed any ideas for variants you think James and Eric will create for a multiplayer rules variant.


This is gonna go over like a lead zeppelin. But the rules that our group has been using and were debuted at the Orlando Regionals as a side feature, ahem, attack restrictions. Here's the link
) player at the table was the one who was making a lunch run first...every time. True, we all have similar decks, but not similar disposable incomes or skill levels. One copy of a J-Bomb is manageable; three copies are not. And how you play what when is every bit as important as what you put in the deck. Therefore, attempts at player exclusion must be mitigated.
. Racial "alliances", if you will, are represented in your deck construction. If you're an Orc board that stripes Dark Elf, then those are your "allies" from another army. They showed up to battle via a prior arrangement and now join the fray. From a game balance standpoint, the gaining of free resources without cardplay creates a host of potentially game-breaking scenarios. Epic spells, Bolt Throwers, and multi-tactic combos are all amped through the roof if your resources gain a sudden spike without having to play cards to do so. In Cosmic Encounters, there's a great deal more investment necessary to bring about massive effects. In W:I, the whole world can come to an end in an instant if one player gets enough resources.
Diff'rent strokes and all that, yeah?
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