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Alternative Play / Re: Team Play
« on: November 26, 2013, 01:08:14 PM »
Zuberi,
a 5 X 5 board would be very interesting. I've always wanted to try a balanced FFA match. I have read somewhere that Arcane Wonders is looking to develop more rules / pieces for mutliplayer / team games. I look forward to seeing what they come up with.
When my group has the two boards set up in a 2V2 game we are only 3 spaces away from each other. We could move and cast a spell on them if needed turn one. We don't consider the mages to be in "their own world" since team mates are this close. Almost all of us are conservative and economic players which leads to an investment in conjurations. With a 4X6 grid each player has six zones dedicated to conjurations which is the same in a 1v1 4X3 board. We found this to be the best balance since of having all the slots you would in a 1v1 game but also not crippling rush strategies. Having mages in the same zone would make it hard to establish conjurations early since zones and movement is limited. This is just what we prefer, however.
I had never thought about the strategy of teleporting a mage early to summon a large creature. That's a pretty fun idea and I will have to try that sometime. The only issue I see with this is that since (in our game) both mages are pretty close they can focus fire the big creature down. I guess this can be countered having the large creatures owners use block and counterspells, though.
My group generally enjoys longer games so I'll keep the health at face value for each mage. Games took around four hours without shared health so we'll adjust as necessary. The 100% or 75% value doesn't have to be hard, either. It can be agreed upon by everyone at the start of the game to determine game length which adds a nice fluidity.
I definitely see the quick cast being an issue. I'll initially leave it that you can't use both quick cast during the initial quick cast phase. I had originally thought to leave it that both mages can quick cast in a row if they decide to (similar to temple of light ready markers). However, I foresee this being too strong so what I think we will probably end up with is that a mage can use one quick cast per creature action even if it is your team mates. This will allow more options but also be balanced. Only time will tell what works, though!
I just received DvN today and plan on playing a lot of team games in about two weeks since a few of us are taking simultaneous vacations. I'll definitely report how these mechanics work out.
a 5 X 5 board would be very interesting. I've always wanted to try a balanced FFA match. I have read somewhere that Arcane Wonders is looking to develop more rules / pieces for mutliplayer / team games. I look forward to seeing what they come up with.
When my group has the two boards set up in a 2V2 game we are only 3 spaces away from each other. We could move and cast a spell on them if needed turn one. We don't consider the mages to be in "their own world" since team mates are this close. Almost all of us are conservative and economic players which leads to an investment in conjurations. With a 4X6 grid each player has six zones dedicated to conjurations which is the same in a 1v1 4X3 board. We found this to be the best balance since of having all the slots you would in a 1v1 game but also not crippling rush strategies. Having mages in the same zone would make it hard to establish conjurations early since zones and movement is limited. This is just what we prefer, however.
I had never thought about the strategy of teleporting a mage early to summon a large creature. That's a pretty fun idea and I will have to try that sometime. The only issue I see with this is that since (in our game) both mages are pretty close they can focus fire the big creature down. I guess this can be countered having the large creatures owners use block and counterspells, though.
My group generally enjoys longer games so I'll keep the health at face value for each mage. Games took around four hours without shared health so we'll adjust as necessary. The 100% or 75% value doesn't have to be hard, either. It can be agreed upon by everyone at the start of the game to determine game length which adds a nice fluidity.
I definitely see the quick cast being an issue. I'll initially leave it that you can't use both quick cast during the initial quick cast phase. I had originally thought to leave it that both mages can quick cast in a row if they decide to (similar to temple of light ready markers). However, I foresee this being too strong so what I think we will probably end up with is that a mage can use one quick cast per creature action even if it is your team mates. This will allow more options but also be balanced. Only time will tell what works, though!
I just received DvN today and plan on playing a lot of team games in about two weeks since a few of us are taking simultaneous vacations. I'll definitely report how these mechanics work out.