Post by lordzombie on Aug 6, 2019 13:50:58 GMT -6
So we seems to keep ending up with odd number of players. As much as I don't mind sitting out so everyone else can play, I would like to get my game on as it is my only night to game. So I worked on some rules for three player encounters. Please look them over and post up any feedback you got as we will all be using them.
Set up for a game will be as normal with the following changes:
Deployment- there will be two corner deployments on the same table edge and wedge deployment on the opposite table edge. The highest flip is still Attacker and his flip will set the Strategy. Keep track of the flips. Center line is always the line between the two corner deployment and wedge.
Scheme-See changes below. Attacker still flip for pool.
Deploying- All players split their crew in two. The lowest flip picks one of the Attackers groups, next highest picks one for the lowest flip, and Attacker picks mid flip group. Then go around again.
In game- Winner of the Initiative picks the order of play for all players.
Strategy changes:
Turf war- same
Plant Explosives- same rules but corners count the opposite table quarter for placement of markers and the wedge counts the opposite table half.
Corrupted Idol- same rules but count the center line that is between the corner deployment and wedge deployment. The player in the wedge deployment always chooses the idol placement and from his point of view.
Reckoning- same
Schemes:
Detonate charges- same
Breakthrough- target player to the left
Harness the ley line- same
Search the Ruins- use rules for placement the same as Plant Explosives
Dig their graves-same
Hold up their forces- same
Take prisoner- same
Power ritual- same
Outflank- same
Assassinate- target player to the left
Deliver a message- same
Claim jump-same
Vendetta-same
Set up for a game will be as normal with the following changes:
Deployment- there will be two corner deployments on the same table edge and wedge deployment on the opposite table edge. The highest flip is still Attacker and his flip will set the Strategy. Keep track of the flips. Center line is always the line between the two corner deployment and wedge.
Scheme-See changes below. Attacker still flip for pool.
Deploying- All players split their crew in two. The lowest flip picks one of the Attackers groups, next highest picks one for the lowest flip, and Attacker picks mid flip group. Then go around again.
In game- Winner of the Initiative picks the order of play for all players.
Strategy changes:
Turf war- same
Plant Explosives- same rules but corners count the opposite table quarter for placement of markers and the wedge counts the opposite table half.
Corrupted Idol- same rules but count the center line that is between the corner deployment and wedge deployment. The player in the wedge deployment always chooses the idol placement and from his point of view.
Reckoning- same
Schemes:
Detonate charges- same
Breakthrough- target player to the left
Harness the ley line- same
Search the Ruins- use rules for placement the same as Plant Explosives
Dig their graves-same
Hold up their forces- same
Take prisoner- same
Power ritual- same
Outflank- same
Assassinate- target player to the left
Deliver a message- same
Claim jump-same
Vendetta-same