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Rank: Destroyer Droid Groups: Member
Joined: 8/15/2010 Posts: 30 Location: Montréal, Québec, Canada
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Hello all,
When I play with my group of players, we more than often end up being 3 and play against each other. Now, we've had a lot of fun but are thinking a "Capture the Flag/King of the Hill" type of game might be the ideal for 3 players...
I understand that in tournaments, some scenarios evolve around the concept of capturing the gambit area? How does that work exactly?
Something simple like winning = having a fig (or 2 or 3...) stay for 2-3 rounds in one of the center squares is the kind of idea I'm looking for.
Any idea is welcomed, also, suggestions for the ideal map for this type of game would be nice. (I don't have all the maps though but I have a good selection, including Jedicatographer's Map Pack 3)
Thanks in advance!
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Rank: Moderator Groups: Member
, Moderator
Joined: 3/17/2009 Posts: 256
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The standard gambit rules are that each player with at least one figure, that is worth at least 5 points if eliminated, within 3 squares of the center of the map gets 5 points.
So if you have a Mouse Droid within 3 squares of the center, you get no points. If you have a Clone Trooper within 3 squares of the center, you get 5 points. If you have three Clone Troopers within 3 squares of the center, you get 5 points.
You can do 'first player to score X number of points from gambit' or base it on number of turns.
You'll want to decide how contesting the hill will work; whether it just prevents a round or points from counting, resets, or turns back control of the hill.
Another variation you can try is having the hill be dangerous. I used to do this for MechWarrior, where the winner was the one with the most points at the end of the designated time limit. The hill was made up of 5 levels, each of which was more harmful to the pieces, but also worth more per round. So you were safer in the 4-point ring than you were in the 5-point middle, but you were also scoring less points. There was a 1 in 3 chance each round that every figure in the middle would get damaged. 1 in 6 chance in the 4-point ring.
Try out whatever seems reasonable, and don't be afraid to change it up the next time you play the format if you decide that something about the previous version of the rules didn't quite work out the way you wanted, or was badly abused by players.
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Rank: Destroyer Droid Groups: Member
Joined: 8/15/2010 Posts: 30 Location: Montréal, Québec, Canada
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Thanks eMouse, we will try something around that (and adapt it to our needs), much appreciated.
We mostly need something to prevent some players from hiding for most of the game! (Which inevitably almost always happens in a 3 player game)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/28/2008 Posts: 355 Location: Newark, OH, USA
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One thing we have done in our group for multi-player games is a variation on attacks. Once you defeat a piece for a player, starting with your next activation, you cannot attack that player's pieces again until you defeat a piece from another player. This counts for Attacks of Opportunity too. Whoever defeats the piece finally gets the points for it - high score wins. It is a lot of fun and can change strategy in a hurry as you switch targets all the time. If you are looking for a fast game with lots of combat, try using the Rattatak Arena map. Each player starts at one of the four main doors (three square ones) and nobody is allowed to leave the arena. Not really capture the flag, but variations you might consider. There were rules from the Ultimate Missions somewhat for cature the flag. You place a 1x1 tile (the flag, etc) somewhere on the board (near the center if possible). A character must be adjacent and replace attacks to pick it up. Place the tile on the player's card. The object is to remove it through the player's original starting position before getting killed. A defeated piece drops the tile in its vacated spot and someone else can grab it. The trouble with this if played with no squad restrictions is the massive movement breakers have a huge advantage. My favorite map for multi-players is this one from the Armored Cartographer's Map Pack 4 (not sure what the official name is, but the image is from miniaturemarket.com):
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2010 Posts: 113
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take a look at the bounty hunters mission on here good way to do CTF: http://dantooine.hardscribble.net/missions/
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2010 Posts: 113
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Also I had considered doing a rebels/imperials/bounty hunters 3 way scenario. Using the death star map to release/hold/capture a diplomat held in the cells
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Rank: Destroyer Droid Groups: Member
Joined: 8/15/2010 Posts: 30 Location: Montréal, Québec, Canada
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Squid89 wrote:
There were rules from the Ultimate Missions somewhat for cature the flag. You place a 1x1 tile (the flag, etc) somewhere on the board (near the center if possible). A character must be adjacent and replace attacks to pick it up. Place the tile on the player's card. The object is to remove it through the player's original starting position before getting killed. A defeated piece drops the tile in its vacated spot and someone else can grab it. The trouble with this if played with no squad restrictions is the massive movement breakers have a huge advantage.
This a very simple but very cool idea for quick games, I do already see what restrictions should happen: at the very least, no swappers! (with Thrawn, a 5 minute game...) And I guess no vehicle... So that the games last longer than twenty minutes...(humm...maybe force-users with speed abilities also...) Squid89 wrote: My favorite map for multi-players is this one from the Armored Cartographer's Map Pack 4
This is a very cool map indeed! I don't have Map Pack 4 yet but most probably will buy it. (I have Map Pack 3 and I know how good these are.)
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Rank: Destroyer Droid Groups: Member
Joined: 8/15/2010 Posts: 30 Location: Montréal, Québec, Canada
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cymonguk wrote:Also I had considered doing a rebels/imperials/bounty hunters 3 way scenario. Using the death star map to release/hold/capture a diplomat held in the cells We always play either Rep/Sep/Fringe or Reb/Imp/Fringe when we play 3 players (since I almost have nothing from the 2 other eras) but never thought yet of using those cells, there's surely something to do with that. I guess the diplomat can become a "kind of a" flag.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,445
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Bad Lieutenant wrote:Squid89 wrote:
There were rules from the Ultimate Missions somewhat for cature the flag. You place a 1x1 tile (the flag, etc) somewhere on the board (near the center if possible). A character must be adjacent and replace attacks to pick it up. Place the tile on the player's card. The object is to remove it through the player's original starting position before getting killed. A defeated piece drops the tile in its vacated spot and someone else can grab it. The trouble with this if played with no squad restrictions is the massive movement breakers have a huge advantage.
This a very simple but very cool idea for quick games, I do already see what restrictions should happen: at the very least, no swappers! (with Thrawn, a 5 minute game...) And I guess no vehicle... So that the games last longer than twenty minutes...(humm...maybe force-users with speed abilities also...) You could just say that the flag doesn't swap with the characters swapping. After all, the idea of swap is to indicate that Thrawn 'tricked' the enemy into thinking people were one place instead of another place. It could just mean the person carrying the flag isn't who you thought it was... not that the flag is somewhere else.
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