2 vs 2 players variant

By Mordjinn, in Warhammer: Invasion The Card Game

Hi. Has anyone else played this game with four players? We tried it last weekend with the rules I found from here in an very old forum post:

täältä "> [url=http://www.fantasyflightgames.com/edge_foros_discusion.asp

We had a blast playing 2 vs 2. Naturally there are some cards which are immensely powerful in this kind of game, but overall it was quite well in balance. The question is if there's any official four player rules or something we should take into account if playing the game 2 vs 2? I just seems like too much fun to miss the possibility.

Oh, we're not deckbuilders. I have the core set and the Skavenblight Threat and Path of the Zealot battlepacks and that's it. Should I get something more?

Hmmm..over 50 views and no comments. Is it really so that everyone here plays Invasion only 1 on 1 and doesn't even want a four player version?

that link isn't working but our group has played 2 vs 2 on teams. 1st turn no one can attack and everyone draws a card, even first person- you have to knock out both players to win (burn 2 zones on each one capital) and even if you have 2 zones burning you still play. Play alternates from player A to player 1 then to player B to player 2 (kinda like summoner wars 2 vs 2 system). Also you can play your units in any of your team mates zones but you have to pay the loyalty cost to do so . .. .it has worked really well actually.

**** link, lets see if I can get it working now:

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=140&efcid=4&efidt=212485&efpag=0#212491

In that suggestion the first two players are subject to first player penalty, the third one doesn't get a battlefield phase and the fourth does a normal round. Also the side that gets a total of three burning zones to the enemy side is a winner. When a part of a capital is burning you lose one power sign from that area.

I really like your idea of being able to play units on other players zones, have to try that out. The player "owning" the units still controls them or how do you play it out? If a unit which gives bonuses to the zone or capital is played to other players zone, does the capital owner get that bonus? Also can you send units to quest on other players quest? If yes then when is the quest advanced (the unit owners turn or the quest owners turn) and who gets to use the quest "action" when it is done?

Thanks for the reply, nice to know we're not the only ones trying Invasion out with four players.

we play that as soon as the unit is played on your teammates capital it's now his unit to do with what he wants. So he gets the quest bonus and gets to decide whether or not to attack or defend, so on and so forth. The games have been surpisingly balanced and Im not sure why FFG hasn't made any official multiplayer format yet - it's a good fit for this game.

Good stuff Wyrm. As we're not experienced Invasion players, are the some cards that are not balanced? If I remember correctly at least Orks have some "destroy all units" - card and some "destroy all developments" card. How do you handle those? Are they limited only to a chosen one enemy or do they really destroy everything from friend and from foe alike? And what about the double power symbol cards, do you use them at all?

I think it's up to us to come up with good and viable four player rules and send them to FFG so they can make them available as download :)

we just play all the cards exactly as they are written and it doesn't come off as unbalanced to me. Thats why im surprised there are no "official" mulitplayer rules out - alot of the cards say"chose an opponent" so thats what we do - pick one opponent. If the card affects all units we play it affects every unit - once in a while a team gets a bad draw and gets smashed, were not playing with tournament decks or anything like that, it's pretty fun

Excellent. We'll probably have a game night coming up this weekend and if we can muster up four players we'll definitely have another go at it with your rules. Will tell you how it went down as soon as we have a game or two under our belt. Thanks for sharing mate!

Mordjinn said:

And what about the double power symbol cards, do you use them at all?

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we don't normally use these, once in a while if we have a mixed deck. and if we place a unit on our teammates quest zone, it can't begin questing until your team mates turn. Thats at least how we play it - let me know how it goes for you

There are also a lot of MP rules for W:I posted over at Boardgamegeek.com in their W:I forums. I play almost exclusively 3-4 player games cause thats how it always works out. We tried a lot of funky stuff to make MP work well, but we ended up coming back to

3 players

First player gets no draw, no attack. 2nd player gets no attack. 3rd player gets draw and attack.

Each player must burn 1 zone from each opponent. Whoever does the final damage to the zone gets credit for the burn. If you lose 2 zones you're out. If it becomes a 1v1 and one player doesn't have a burn yet, they can get both burns on the other remaining player.

4 Players

First player gets no draw no attack. 2nd-3rd players get no attack. 4th gets draw and attack.

Each team must burn 4 total zones to win, losing 2 zones does not eliminate you from the game.

We tried other weird things like restricting which zones each player could attack (this led to decks with a lot of direct damage having an advantage), limiting which zones people could target (this led to certain defenses not working at all, like Savage)

Another set of 3 player rules I have yet to try, but which sound good:

1: You get 1 point for every point of damage you do to a capital.

2. You get 3 bonus points for causing a zone to burn.

End Game:

1. 1 point per hit point remaining on your capital.

2. 3 points per zone not burning.

----

Game is over when "2x Number of players" zones are burning. Player with most points wins...

Note: You are NOT out when you have 2 (or 3) zones burning (but you are screwed in terms of points!!)

The rules you're using are just way too clunky, Entropy. (imho)

The best way to go is to keep it simple. In MP Warhammer: Invasion, you simply have to burn one less Zone than the number of players in the game. If you're in a 4-player game, you need to burn 3 Zones. Players cannot be eliminated (it's silly to play knockout rules since players actually want to PLAY the game, not watch it) . First player is still subject to First player penalty but that's it.

Nice and simple and works extremely well. :)

We have almost always played Invasion as a 3-4 player game. We feel it's the format in which Invasion works best, and the unique mechanics to really shine. Multiplayer Invasion is pretty much our favorite game of the past few years.... Just start playing it and as issues arise, don't be afraid to craft some house rules.