Jump to content

C3 and the draw deck in a multi-player team game


Recommended Posts

Hoping to finally run some multi-player team scenario games at a couple regional cons this year. When there are multiple players on a side (each controlling one or more squads), what are the thoughts on governing activation? I was thinking of designating a specific card in the deck to each squad, then when it's drawn that squad's player can choose to activate or pass - ideally in consultation with a designated team leader and teammates. Or do you leave it as red/black and let the team decide who's going to activate?

 

  • Like 1
Link to comment
Share on other sites

For con games I tend to limit player choices just to keep stuff moving along, I'd go with assigning the cards. I ran a Warmaster demo where I allowed people to deploy their armies, it took the better part of an hour.

Set things up, and let people move and blow stuff up as quickly as possible.

Link to comment
Share on other sites

8 hours ago, CarlZog said:

Hoping to finally run some multi-player team scenario games at a couple regional cons this year. When there are multiple players on a side (each controlling one or more squads), what are the thoughts on governing activation? I was thinking of designating a specific card in the deck to each squad, then when it's drawn that squad's player can choose to activate or pass - ideally in consultation with a designated team leader and teammates. Or do you leave it as red/black and let the team decide who's going to activate?

 

For multiple forces you can switch to suite, allowing the deck to control up to 4 "sides." For larger games you can always go to numbers i.e. team 1 uses the four aces and so on.

For multiple players all in one group, either allow them to pick an overall commander or assign a specific card to that player/squad. When it flips they move. This option adds an additional spin to using recon abilities.

 

  • Like 1
Link to comment
Share on other sites

A card tied to a unit/squad can also represent poorer command and control capabilities. It forces the player to activate something at a certain time, rather than giving them the choice of what to activate.

  • Like 3
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...