Does anyone know how to draft with expansions?

By Toberk, in Warhammer: Invasion The Card Game

Hey everyone,

Has anyone successfully drafted with the expansions? How did you do it? Can you do this for multiple people (like 4 or 5)?

Any suggestions would also be appreciated.

I do all my tourneys in draft style

This is not official tho.

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Try playing with just Core Set to get people use to the style and mechanics. Use draft rules from Core Set.
Hopefully each player has their own copy of a core set. It helps to make this a requirement so that players can be randomly assigned Destruction or Order for the tourney. The most successful way my store encourages people to own a copy of the game for themselves is by offering free snacks and drinks and eliminating a door fee. The game pays for 40 bucks worth of snacks and drinks and better yet, after that, the food is free.
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I would have a few special weeks that allow the introduction of Assault on Ulthuan before it becomes habit. Introducing Assault of Ulthuan basically just allows them to swap a Core Set's starter deck of 40 cards with the 40 card starter deck for High Elves or Dark Elves (depending on the side the player is bound to). Then explain how ratio is a big part of draft, so to keep it equal, if a player swaps a starter deck then the deck they swapped out must take the 5 cards belonging to the removed faction from Assault on Ulthuan and replace them for the 5 High Elf or Dark Elf cards that were included with the Core Set.

You want to stress these swapping out rules are to insure that the ratio of cards stays the same. This will make everything clearer for the players.

Also, players are no longer limited to only using 10 neutral cards from the 24 that came with the Core Set. Instead that step is replaced with a ruling that allows them to use any 10 neutral cards from their collection (limited to 3 copies per card).
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Once the use of Assault as an option has become customary then hold special tourneys that allow the use of Battle Packs. The only thing new here is that once a player has gone through the above steps they are allowed to swap cards in the draft deck with cards from their collection AS LONG AS THEY MEET ALL RATIO REQUIREMENTS.

A few LEGAL Examples:

A player can swap up to 3 copies of one card in the draft deck with the same number of copies of a different card from collection. Such as 2 Dwarf Units for 2 other Dwarf Units. 2:2 of same card type and faction type.

A player can replace a dark elf hero card with another dark elf hero card. 1:1 Hero Unit Dark Elf.

NOTES:

A card being replaced must match same card type as a card replacing it. As seen above, a hero can only be replaced by another hero. Disregard these requirements for neutral cards as a players only limit when choosing the 10 neutral cards is the rule of 3.

Once a card has been added to the draft deck no more copies of that card can be added to it. This prevents a player from removing 2 copies of one card and a single copy of another in order to add 3 copies of a single card.

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Once all of the swapping is complete the players add the 3 treaties and 10 draft format cards from the Core Set to their draft deck and shuffle it. They will use this draft deck for the entire tourney. Players will draft using the draft rules from Core Set for each opponent, rather than keep same drafted deck for the rest of the tourney. In other words, a player will most likely have a different deck played against each opponent.

Opponents are paired randomly for first match and then follows a Swiss format between 3-5 rounds played for 50 mins. Tie breakers for matching opponents are broken based on the number of zones each player has burned total from all matches played so far. If still tied then the Win-Loss records of all previous opponents that played the tying players are used. If still tied then used the total number of zones burned by the previous opponents of tied players.

A Bye for uneven number of participants counts as a win with zero burned zones
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As for multiplayer rules.

I present Brad's idea

1. No one is ever eliminated, regardless of how many of their zones are burning.

2. Whoever takes an action that would result in the burning of an opponents zone (normally by dealing enough damage, but also by removing enough developments from a zone to it below the burn threshold) also receives a burn token to be used as a counter (not on one of their zones). Note: It is whoever actually burns the zone regardless of the amount of damage done. If Bob does 7 damage to Joe's Quest Zone and the next player is John who deals the final point of damage to burn the zone, then John gets the token and credit for the burn.

3. The first player to accumulate three burn tokens wins the game.

When a zone burns you place a burn token on it and it follows the normal rules. The player who burned the zone gets an additional burn token to keep for himself for score keeping.

One point I forgot to bring up was the initial round. The first player skips the Quest Phase and Battlefield Phase. The last player in the round gets to do everything (just like the two player rules) and everyone in between skips the Battlefield phase. Seems to work well.

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As for a multiplayer draft format.....

warning warning

Danger brain at risk for stroke...

babeo.gif

I like your multiplayer idea