Hi.
I have some questions on the turn order:
1) Do I get a Quick spell phase between 2 actions of my opponent if I have no creature, that can activate?
a) If I have 1 creature and my opponent has 3. He takes his action. Can I pass and still cast a Quick spell, even though I did not activate a creature?
b) If I have only 1 creature and the opponent has 2 creatures. I have the initiative and I do my full action. Then my opponent does a full action with one of his creatures. Do I get an opportunity to cast my Quick spell before his second creature can act?
Following statements are only a deduction - I could be wrong with the whole thing. I haven't played with 4 players yet. I was wondering what other people think about this.
2) In team games following rules are proposed:
"Make sure to sit so that the teams are sitting in alternating positions: team A, team B, team A, team B, etc. That way each team will have a chance to react, rather than an entire team taking their Action Phases back-to-back."
This doesn't feel realistic and is maybe a little unbalanced. At least it makes creature tactic way stronger. Suppose one player summons 4 creatures, his teammate goes for armor/curses/anything but creatures. The opposing mages summon 2 creatures each. When they meet to fight, there are 4 creatures against 4 creatures, which in normal game is an even fight. But in a team game (since one mage didn't go the creature strategy, even though the other mage overcompensated and got 4 creatures out) the opposing creatures have an advantage - they activate at double rate. So if you have the initiative you activate 2 out of 4 creatures and the opponents get 4 activations back on you. Or if they have the initiative, you get only to activate 1 creature, while you get pounded by 4 creatures in what would be an even fight in a 1v1 game.
The lack of creatures is no different than 2 players on the same team sitting next to each other. It seems like an overlooked consequence, since the rules say - don't sit next to each other. First I thought - hey, they just think not casting creatures is just a bad strategy for a team game. You should adapt to a multiplayer game with new strategies. But then the Forcemaster came out and she's not really effective with creatures. So what's up with that?
It would make more sense if the team could choose to activate any friendly creature they agree on - not forcing to switch activations between players.