Bought a game about 7 months ago and now i can definitely say that me and my friends have played it hundred of times. Each Friday we try to set a 4 player game, but sometimes we got only 3 people there. So when we tried to play CitOW with 3 players for the first time we were like: "man it sucks with 3 players". Couple of months ago we managed to upgrade it and make it more interesting and balanced to play with only 3 Chaos Gods. Now when we tested it (we played it 20 or 30 times) I am quite sure it's pretty nice variation. Feel free to try it.
SETUP:
Only 3 Gods are playable:
1) Nurgle
2) Tzeench
3) Slaanesh
In
addition to his own figures
in the beginning of the game each God gets:
1) 2 Khorne warriors
2) 1 Khorne acolyte
All the Khorne units get all the Upgrades.
Each god can now summon those additional units for the base cost written on the Khorne player's card. (1 power for acolyte and 2 power for warrior).
In addition to his own chaos cards in the beginning
of the game each God gets:
2 Khorne Chaos cards.
Some cards effects are changed (though the cost is still the same):
1) The card that made Khorne figures domination value according to their attack now has the following effect:
-
Adds 2 to your domination value in this region
.
2) The card that made Khorne conduct two battles in the same round now has the following effect:
-
Remove 2 corruption from any region on the map
. (this means you can put it in Norsca and remove corruption from Empire)
3) The card which gave Khorne chaos cards according to the number of kills in the region now has the following effect:
-
Take one chaos card from Khorne deck or your deck
.
4) The card that let up to 2 Khorne units teleport to another region now has the following effect:
-
You can teleport up to 2 Khorne units to the region where you play this card
. (that means you can even teleport other player's Khorne units)
Other cards effects remain the same.
IN-GAME CHANGES
-
OLD WORLD PHASE
Only 7 Old World Cards form the deck. -
DRAW PHASE
In the DRAW PHASE each player now picks one additional Khorne card.
Tzeench card limit is not affected by the Khorne chaos cards. (this means that if Tzeench has 3 Khorne cards and 3 own cards in the beginning of the DRAW PHASE he still can take 2 cards from his own deck) -
SUMMONING PHASE
All the Khorne units and cards players now posses are played according to the ordinary rules. Players make actions one by one and can chose either to play his own figure/card or Khorne's figure/card. -
BATTLE PHASE
During the battle the player who has any Khorne unit under his control rolls the dice as if it was his own units. Player can choose who to kill with his Khorne units. If all the opponent's units and all the peasant are killed with Khorne units but there are still some unused damages than you MUST kill your own units. -
DOMINATION
None of the Khorne cards cost or Khorne units give domination points to any other god. Though Khorne can not win and so has no victory point tracker token his domination points are still counted as normal in all the regions. Which means that 2 Khorne units + a card with a cost of 2 will give Khorne a domination value of 4 in that region. -
CORRUPTION
All the Khorne cultist still produce Khorne's corruption tokens. -
Heroes
Never kill Khorne units. Instead if any player suffered penalties from a hero being present in the region he can choose to kill either his own unit or his Khorne unit. -
RUINATION
Though Khorne can not win and so has no victory point tracker token he still "gets" victory points from getting second (or even first place) in the ruination. -
THREAT DIALS
All the conditions for all the players remain the same (Red units (Khorne units) must kill one figure in a region to get one threat dial advancement token), though Khorne bonuses are now changed:
1) Get victory points bonus = "Remove all the corruption from a territory which has most corruption (warpstones count)"
2) Upgrade card bonus - "Player with a max threat score must remove 2 corruption. Other players should remove 1 corruption. All Khorne corruptions are removed from the map"
3) Draw chaos cards - "All players get additional Khorne chaos card."
4) Khorne victory! - "Remove all corruption tokens from the map"
Moreover when Khorne's dial moves for the first time THE DAEMON is summoned to the map. He is summoned to the territory with max corruption (warpstones count) and from now on in the begining of the new round (before the OLD WORLD PHASE) he will move to the territory with the max corruption (warpstones count). If 2 or more territories have the same number of corruption than player with the lowest threat score has to choose where THE DAEMON is summoned.
If 2 or more players units are present in the territory with a DAEMON than player with the lowest threat core will allocate the wounds.
That's it. Feel free to try those rules. Hope you like it.