Well guys, I don’t know if it’s just me or if anyone else has interest in this? Ever since I’ve been playing games, I’ve always wished for more team play. Idk why? Why can’t all shooters have co-op campaigns? Why can’t I get an RTS that lets me play the campaign with my buddy? Aaaand, what if I could play a six player game of TI and it was really 2v2v2???
That’s where I’m at. I wanna play team Twilight and take over the universe with a pal! So, I threw together these rules and I’m interested in comments. First off I made simple rules which basically doesn’t change anything except you combine two player’s scores to win, which would obviously shift strategy in the game. The second set actually changes more in the game, but definitely makes it more like playing with an ally.
Team rules?
Simple-
No rule changes. Combine VP’s of two players to reach whatever set score.
• Players decide locations of teams either side by side or alternate locations with other teams. If allies are side by side, strategy cards are picked as follows… Speaker picks first (P1), then skip one player to the left (P2), the next player (P3) picks. Order… (Speaker) P1, P3, P5, P2, P4, P6.
Complex-
Combined VP’s of two players to reach set score, plus the following…
• Players decide locations of teams either side by side or alternate locations with other teams. If allies are side by side, strategy cards are picked as follows… Speaker picks first (P1), then skip one player to the left (P2), the next player (P3) picks. Order… (Speaker) P1, P3, P5, P2, P4, P6. Map placement works the same way.
• During game board setup Allies can discuss placement but not show systems or say what they have.
• Player turn order is still decided by the initiative number on the strategy cards.
• Players may never control ally’s home planets.
• Allies do not share resources, influence, researched technology, or technology bonuses on planets.
• Players still qualify for public objectives individually.
• Allies share secret objective cards. Each team has 3 secret objective cards. They can qualify for one as a team by combining techs, planets, influence, or whatever they need for the objective. The other 2 can be achieved by either player, but each player can only qualify for 1 alone.
• Fleet Rule 1: Allied fleets may move… (a) through allied systems if ships are present. (b) into allied systems, if ships are not present. © into allied system if ships are present, but the defender must volunteer to leave the system into a controlled system of choice. The “volunteer” must place a command counter from his reinforcements in the system with those ships. Allied ships cannot occupy the same system.
• Fleet Rule 2: Allied fleets can occupy the same system. Player fleets must move separately. Combined fleets cannot exceed the lowest fleet supply of the two allies in a system. Combined fleets cannot have ships exceeding normal reinforcement limitations. Example: Normally a player can have no more than 2 war suns, so a combined fleet cannot have more than 2. This applies to all ship types. Combined fleets do not share fighter/ground troop capacity.
• When initiating invasion of ally’s planet the defender can forfeit his troops, which surrenders the planet to the invading ally. Return defending troops to reinforcements. Planets acquired are exhausted.
• Players may look at ally’s action/political cards during the strategy phase only, and can give or trade up to one AC. Action cards cannot be played to aid ally during game play outside normal game rules.
• Group to decide number of combined VP’s required to win.
• Allies can attack each other normally, but cannot qualify for objectives by doing so.
• Follow basic rules if changes have not been described here.
…You would just pick one of the fleet rules to play by.
What do you think?