6+ players (house rule)

By ZombieBunny, in Mansions of Madness

My gamegroup usually has 6 or more players. Tonight were gonna play 7 players, at first I though we could split it up so 4 players share 2 investigators. But I was thinking of trying a house rule by allowing every player play a investigator. BUT only 4 investigators may take their turns per round (decided by die rolls to add some randomness to it all). Anyone think this might work?

Considering theres only 8 investigators, this would allow the Keeper to play a bit more aggressive without feeling to bad for killing of people early on. Though im still a bit concerned for balance issues. Any thoughts of this setup or should we just roll with the 4 players share 2 investigators to keep within the games 2-5 player requirement?

ZombieBunny said:

My gamegroup usually has 6 or more players. Tonight were gonna play 7 players, at first I though we could split it up so 4 players share 2 investigators. But I was thinking of trying a house rule by allowing every player play a investigator. BUT only 4 investigators may take their turns per round (decided by die rolls to add some randomness to it all). Anyone think this might work?

Considering theres only 8 investigators, this would allow the Keeper to play a bit more aggressive without feeling to bad for killing of people early on. Though im still a bit concerned for balance issues. Any thoughts of this setup or should we just roll with the 4 players share 2 investigators to keep within the games 2-5 player requirement?

I can suggest you list of my house rules I use for that kind of situations:

1)Elimination:
Dead investigators are eliminated and don’t receive replacement.
Since this, all “Instantly Kill Investigator” effects which don’t end scenario are replaced with “Deal damage equal to half on investigators remaining health rounded down(he still dies if he has 1 health)” effect.

2)Limited Inventory:
One investigator can’t carry more than four items. Starting items count. Spells, allies and clues don’t.
If investigator has 4 items (overweight), he can’t use Run Action.
While exploring, you may leave unwanted exploration cards on the floor, taking only what you can/need.
During the investigators trading step you may also drop one item of your choice.

3)Expand game board:

Add any unused game board tiles to the board(try to fit them naturally) and seed em with some unused exploration/lock/obstacle cards of your choice. This will increase exploring time for larger group.

4)Experiment with Keeper Action deck:

For example: ignore Witchcraft bold text and use witches as a permanent monsters; maniac attack is now targetet so you can have more than 1 maniac at a time; paying 2 additional threat in summoning worshipers summons cult leader; summoning turns 3 cultists into chthonian instead of shoggoth and etc.

Add new Keeper Action cards to the scenario to make it more difficult for the large group. Fill game board with corpses which may(and will) eventually come to life and etc.

5)Tactical Mythos placing:

It's hard to keep track of all investigators and their placement keeping in mind your mythos cards requirements. So, during the Keeper turn, Keeper may play Mythos cards facedown at the rooms which fit's their requirements. First passing investigator must flip over and resolve the mythos card he passed through.