From: | Forrest <eness@**********.COM> |
---|---|
Subject: | Re: Multi-player games / House rules (was: Re: Deckers and |
Date: | Thu, 18 Sep 1997 05:25:46 -0700 |
[snip]
>
> Yes, and believe me that's just about the only way you can play
> it in multiplayer.
> We play almost exclusively multiplayer between 3-6 player games.
> We tried to experiement with interception rules, but that resulted
> in total deadlocks, where noone would lay down challenges, and
> noone would run.
> And since multiplayer games last 2-3 hours as it is......
>
6 players! Wow... I was wondering about that the other day, how to
handle more than 4 players (not that the situation has ever come up
here). With the way the rules are now you have either 3 or 4
challenges on each objective. So with 6 does everyone get to play a
challenge, leaving you with atleast 5 to face on each run? If this is
the case I can see where you would spend 2-3 hours/game. It seems
like it would almost be worth running through the draw deck once to
build "The Team" and accumulate some money. Then reshuffling the
trash and actually play the game :-)
> We are currently contemplating another experiment: a maximum of
> 4 challenges on each objective with 5 or 6 players.
> This could prove to be a necessity, as one Lone Star Patrol managed
> to wipe out a COMPLETE runner team, including Skwaaarg the other
> day by being pumped with 27 NuY. Auch!
I would imagine that 3-4 challenges/objective is probably the optimum
number. Unless you start looking at challenges before going on the
run (recon, browse, etc) and can customize your team, typically 3 is
when you really start to "feel it". Atleast that's what I've found in
my experience. Then again, as I've stated before, I prefer the muscle
type decks. So it's not unusual to go on a run and attempt to just
plow through the challenges, losing 1 or 2 runners along the way.
Using Shopping Cart Lady to save the gear, and Mr. Johnson to get
replacement runners for the next run :-)
Forrest
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