Every Man For Himself Team Battles

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Digital Jedi

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The VS System is set up to allow for team battles. When cards specify an "opponent" then you know it's only talking about one opponent. When a card specfies "opponents", then you know it's including every opponent. "All players" works the way it would normaly. You never see effects that say "both players". The game was set up to accomadate these types of situations.

The problem with tem battles is coming up with an attack set up. More often then not, the moost experienced player in the group, or the guy with the most effects that include the word "opponents" ends up being the target of every combat phase. This, in my experience, leads to the guy with the second most experience winds up being the winner every time.

So to deal with this my play group came up with this great way to make team duels more interesting and little more fair to each player. While at the same time making it completely random. The simple roll of a die determines who each player willl attack (or not attack).

The way it woks is that you count each player around the table before the game starts and assign them that number. Then each turn the intitiative player rolls a die, if he rolls 5 then he gest to attack player number 5 if he so chooses, if not he passes to the next player and he rolls to determine his attack target and so on and so forth untill the turn ends and the initiative passes to the next player. If you roll your own numbers, you just roll again.

The last time we played, we had only five players and a six-sided die, so instead of being numbered 1, 2, 3 etc, we each had two numbers each. I was 5 and 6, the guy next to me was 7 and 8, the guy before me was 3 and 4, you get the idea. No one rolled 11 and 12 that game, but if they had it woud have resulted in a re-roll.

If you cause a player to be illiminated during a turn, you inherit his numbers. So this one turn, I rolled 3 or 4, which forced me to attack the guy next to me. He stunned me back taking me down to 0 that turn. Which meant, next turn, he became 3, 4, 5 and 6.

Simple concept. I'm sure other people are trying variations on this. But it seemed to me such a fun and elegant solution to the arguments that errupt from deciding what to do with team battles that I thought I'd share my play groups concept with you.
 
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