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House Rules for Adding a 6th player?

48 posts · 8091 views · started 2013-02-20 04:38 UTC
PL
PlatinumWarlock
2013-02-20 04:38 UTC
#1

 

Has anyone made any adjustments to the base SotM game to allow for a 6th player?

I'd be hesitant to toss in a 6th as is, as our group generally finds the game pretty easy with 5 people as is, though we have a 6th player this week and it's likely that we'll have a go at SotM.

My original inclination was something like this:

1) the base villain gets half again their normal hit points at the game start.

2) all minions get +1 base hp.

3) after 3 heroes, the villain gets an additional card flip.  Not an additional turn--just a single card.

 

Thoughts?  Comments?  Is this a reasonable increase in challenge, or am I setting us up for frustration?  

 

RO
Ronway
2013-02-20 04:48 UTC
#2

The first two sound like they would make things significantly difficult. As for the third one though, if it plays a minion it will not get to act and the heroes can immediately wipe it out. Maybe either revealing cards until a one-shot is revealed than reshuffle the revealed cards back into the deck? Or maybe allowing minions to immediately activate their end of turn card text.

DY
dypaca
2013-02-20 05:06 UTC
#3

I have played a few games with six players and just normal rules (with H=6).  Omnitron was easily dispatched, but the Ennead were extremely fierce with H at 6.

The only villains I could think of which are actually broken by six players is plague rat (he can't infect everyone) and Gloomweaver (he doesn't have 6 zombies to put in play).  But as you said, several villains still become easier with more players, even with the H mechanic.

PL
PlatinumWarlock
2013-02-20 05:12 UTC
#4

 

Thinking on it more, the 1.5x hit points might be overshooting the mark.  However, I get the impression that most villains would go down too quickly with that little hp.

You're dead on about the minion, though.  Poor little guy should at least have one shot to wreak some havoc!

 

NI
Nielzabub
2013-02-20 08:35 UTC
#5

Probably the easiest thing to do would be instead of creating a bunch rules to let a sixth person on the team, is to just have two games with three players each.

FB
fba827
2013-02-20 17:54 UTC
#6

or have one person play the villain ?

(something i suggested to someone else over at boardgamegeek forums) if you want someone to be the villain, some choices for that player might be ..

(a) play the villain deck as is per the rules

(b) when in the villain draw phase, the villain draws 2 cards, selects one to put in to play, and puts the other at the bottom of the villain deck

(c) when in the villain draw phase, the villain draws 3 cards, selects on to put in to play, puts an unselected card at the bottom of the villain deck, and puts the other unselected card at the top of the villain deck.

those options offer various levels of choice for the villain player (though at the same time increases villain danger by giving an actual brain behind it rather than simple random chance)

 

(and if that same person also runs the environment deck, i'd say to not alter how the environment deck gets player - it's the environment, it should be randomly neutral, as is, without smoeone selecting what gets player)

 

PL
PlatinumWarlock
2013-02-20 20:07 UTC
#7

 

Oooh, I like Option C.  I might just do that...

Thanks for the ideas, guys!

NI
Nielzabub
2013-02-20 23:34 UTC
#8

Wouldn't option C just make cards like Infrared Eye Piece and Precognition a little pointless?

CZ
Cosmonaut_Zero
2013-02-20 23:50 UTC
#9

Not necessarily. You're still taking a card out of rotation or forcing it as one of their options. It's still a huge nerf to villain deck manipulation but it's OP anyway, so whatever.

The bigger problem is that by allowing the villain player to bury cards, you're giving the villain a GIGANTIC boost. Burying a card every turn means that you're going to get a chance to see every card in the deck twice as fast. Think of the Matriarch getting Huginn and Muninn out twice as fast, or Gloomweaver actually being able to get to his Relics ever. I mean, do what you want, but realize how much you're helping the Villain and try to stick to only the very easiest villains unless you want your one to beat your many 80% of the time. This isn't Descent, you know.

FL
flamethrower49
2013-02-20 23:56 UTC
#10

Yeah, people keep say they're going to try things like this, but we never hear back from them.  If you do this, make sure to tell us about how it went!

NI
Nielzabub
2013-02-21 01:42 UTC
#11

I've only played Descent once. It was pretty awesome.

BL
BlueHairedMeerkat
2013-02-21 10:42 UTC
#12

I have the game set up as I type, and am merely waiting for my victims - er, friends - to arrive…  :smiling_imp:

PL
PlatinumWarlock
2013-02-21 13:10 UTC
#13

Our game night is Friday, so I'll be sure to post the results afterwards!

J1
j1hopki1
2013-02-21 19:52 UTC
#14

I'd suggest trying to complete a story challenge from the creators. That or one of Spiff's scenarios. Those sometimes make the game interesting. I'm working on a similar set of scenarios that use all the cards available. One of my scenarios that would work well with 6 heroes is a 2 vs. 6 battle where there are 2 villains. The 2nd villain's turn comes after player 3. You may have to house rule things as you go, though.

AM
Amnachaidh
2013-02-21 20:56 UTC
#15

Interesting!  Does H=6 or 3, in that case.  While H=6 is literally true, I think that H=Number of heroes/Number of villians might be closer to "normal" odds of a victory.

JA
jagarciao
2013-02-21 21:39 UTC
#16

I use a similar 2 v. 6 system in cases when we have 6 players and one to play one epic battle. 

I set up the two villains at opposite ends of the table and then place the heroes in between them, 3 on each side. Sometimes we use two environments (rook city/pike complex/metropolis mix decently well) most times just one. The turn order then goes Villain1, Hero1, Hero2, Hero3, (Environment2 if used), Villain2, Hero4, Hero5, Hero6, Environment1. 

The added rules we use are as follows:

1. Every hero chooses a side to face at the beginning. All damage they issue can only affect targets on that side (Villains, minions, environment [if two are used] etc.). 

2. Both villain's actions affect ALL heroes. However, H is the number of heroes facing that villain. Damage dealt to heroes NOT facing the source of damage have a +1 blind-side penalty. 

3. During their turn, heroes may skip any phase of their turn (play card, use power, or draw) and instead use that phase to turn and face the other way. This cannot be done during turns where a card or effect makes a hero skip that phase of their turn already. 

4. Highest HP and lowest HP are determined as in the normal game regardless of where the hero is facing, so the blind-side penalties can get brutal sometimes.  Especially when 5 heroes are facing one way and 6th one gets hit. 

We use tokens with arrows to denote which way the heroes are facing. 

Havent had a chance to play this too many times to really see all possible scenarios and see where it may not work, but overall we have managed to do it and had fun doing it too. It really adds an element of strategy and coordination figuring out which way to face when. 

It does add more to keep track off, so that might be a turn off... and it makes the games longer... but when we are feeling like having some very involved and epic battles we give it a shot. 

 

AR
arenson9
2013-02-22 01:57 UTC
#17

Wow. That seems really cool!

CZ
Cosmonaut_Zero
2013-02-22 02:18 UTC
#18

That is... Really damn cool. I might have to try that sometime.

PL
PlatinumWarlock
2013-02-24 07:16 UTC
#19

 

Unfortunately, my plans for a 6 person game were somewhat shot down this weekend.  

We ended up with 8 people, splitting into two groups of 4.  However, if we end up running SotM sometime again, it's likely we'll have 6, so we can give the house rules a whirl.

PL
PlatinumWarlock
2013-03-02 06:33 UTC
#20

 

Whew.  Okay, so we tried a 6-player variant this evening based on the feedback and ideas collected here.  It...didn't go very well for our heroes.

To start, we went with 5 hero players against one villain player.  On the villain player's turn, he could either:

a) Draw 3 cards, placing one on the bottom of his deck, one in his hand, and one into play.

b) Play a card from his hand.

After 3 heroes had gone, the villain would also get to immediately flip the top villain card.  If it was a One-Shot or Ongoing, it would take place immediately.  If it was a minion/villain target, it would enter play but not act until the villain's actual turn. 

Any card that prevented the villain deck from playing cards affected both occasions, essentially preventing two plays.

Environment deck played as normal at all times.

For the first two games, all minions/drones/etc. also received one extra hit point.

 

Game 1--Omnitron in the Tomb of Anubis.  Heroes:  Nightmist, AZ (Wrath), Tachyon (Leader), Tempest, Wraith

Two sets of Sedative Flechettes and two Technological Singularities  spelled doom for this group.  Omnitron had approximately 40 hp left before the last Flechettes finished off the heroes.  It didn't help that I also pulled both Electro-Explosives within 3 turns, which the heroes handled fairly well.  Tachyon got a fantastic draw on this game, pulling all three of her damage negating cards in the first 3 turns, effectively preventing huge amounts of damage at the game's outset.

Game 2--Baron Blade in Megalopolis.  Heroes:  Argent Adept, AZ, Legacy (Old Man), Tempest, Wraith

This one wasn't even close.  Blade got out three Hasten Dooms, all three Mobile Defense Platforms, and his Backlash Field.  By the time the Heroes could actually function, the Baron was 2 cards away from pulling the moon into the Earth, with a Platform still in play.  No chance, whatsoever.

Game 3--Warlord Voss in Insula Primalis.  Heroes:  Argent Adept, Legacy (Old Man), Tachyon (Leader), Ra, Nightmist

We dropped the minion rule after game 2, figuring that it would make Voss a little easier.  And, true enough, it did.  It also helped that my group--which usually picks heroes based on their current whims ("I played a buff-bot last time; I want a damage dealer this game.)--decided to make a balanced, well-rounded team.  The start of their game was not aided by the Prescence of a Gene-Bound Guard in the opening flop, and a pull of the flagship soon after.  AA managed to blow up the flagship at the cost of an instrument, and a well-timed Oblivion cleared the field of minions.  Unfortunately, a second flagship and Voss's fearsome damage resulted in a tpk by round 5.

 

General consensus around my table was that the additional flop partway through the Hero turns was what really imbalanced the game.  Villains could simply output damage too fast for Heroes to keep up, particularly when the villain has access to ongoing/equipment destruction.  My players had few disagreements in terms of the villain deck mechanic itself--they still put a high value on limiting my options, and potentially removing dire cards.  

Adding an intellect to the villain deck definitely changes how its played.  The instant you have options, a whole new world of difficulty opens up for the hero players, as the villain player will likely build at least 1 turn ahead, planning out card plays to have the most impact, rather than randomly.  

My group is still interested in the challenge offered by a villain player, and wants to give it another go, after some refinement.  I believe that the extra hp for minions would make an excellent replacement for the extra villain card, while easing up on the overall pain.  I'll ideally I've this a run sometime in the near future and see how it goes!

I would definitely NOT suggest running a human villain on advanced mode, though!  It's pain enough to have an evil mastermind behind the cards, much less mechanical advantages as well!

FL
flamethrower49
2013-03-02 16:55 UTC
#21

Thank you very much for posting this!

I flinched when I read your first mechanic.  I agree that being able to plan would be important to making a mechanic like this fun for the villain player, and that method seems as good as any.  Still, I was having visions of lots of pain.  And that's what you saw - of COURSE the villain found all of his good cards!  He got to search for them.  You can imagine my mouth hanging open when you added another free draw.  Yeah, that was probably too much.  I hardly think you need to make any alterations other than letting the villain plan things his way.  (But then, I haven't played it.  Maybe the extra minion hit points are important.)

What did you do for extra villain turn draws, like Omnitron's flipside?  Did the villain get another 3-card choice, or did you just play the top card as normal?

PL
PlatinumWarlock
2013-03-03 00:53 UTC
#22

the extra hit poitpnts for villains were necessary to account for the efficacy of global damage effects, which become more plentiful as Hero number increases.  It was notable, but not overpowered, all told.

Extra villain cards were done as straight flop–no using cards from the hand, no draw-3 choose-1 involved.

If we get 6 at our table again soon, we'll give it another go.  I'd be interested to see others' experiences!

FB
fba827
2013-03-03 03:08 UTC
#23

Our group has tried with a two card draw for the 6th player as the villain (use one and the unused one goes back to the bottom of the deck). The game was tough, I don't deny that, but in the end it was fairly close).

and definitly not as much of a sure-thing for the villain as the 3 card draw report is.

 

CZ
Cosmonaut_Zero
2013-03-04 19:13 UTC
#24

I am completely shocked that you buffed the villain in three separate ways. Do you normally give villains an extra play and extra minion HP in 5 player games?! That came out of left field and was completely superfluous because of my next point

Your draw/play mechanic is fundamentally broken. Not only are you digging through your deck three times as fast as normal, but you're constantly expanding the villain's hand size. I am unsurprised by total blowouts even against pushover villains.

AN
Aniodia
2013-03-04 21:24 UTC
#25

I actually got a group of six heroes to play the other night at a convention. Since there was mkore than enough interest, I took it upon myself to act as the villain, so that way the heroes could keep track of what's going on. The only real change made was to automatically bump the villains to advanced mode, though we also made conscious decisions not to allow villain choices like Plague Rat (who literally cannot flip w/6 heroes).

 

The Ennead in the Realm of Discord vs. Fanatic, Tachyon, Mr. Fixer, Absolute Zero, The Wraith, and Bunker

Starting with six villains in play was absolutely painful, as Hand-Icon cards, H=6, and massive damage just kept hitting the heroes early. In fact, I was expecting this to be a quick slaughter by the Ennead. However, the Realm of Discord flopped a Positive Energy Field into play, and between Tachyon going hog-wild with playing cards, Fixer's Grease Guns and Bunker with a pair of clutch Adhesive Foam Grenades, the heroes managed to keep their HP rather high, all said and done. Nuit was the first to fall, and the Ennead flipped and started to heal each turn before Set was incapacitated. After that, it got pretty gonzo (like it wasn't before), what with two villain cards each turn. In the end, though, between Lightspeed Barrages for 20+, Absolute Zero hitting full combo for 15+ damage each turn, Wraith's Inventory Barrage, Fanatic and Fixer able to drop Shu when needed and Bunker's Omnicannon, the Ennead eventually fell to the heroes. All in all, it actually took about two hours to do, with no real lull in action.

PL
PlatinumWarlock
2013-03-05 02:57 UTC
#26

@Aniodia--I'm kind of confused:  did you play as the villain, or as a 6th hero, or both?   If you were playing the villain, why would H=6?  Personally, I was kind of loathe to use the advanced versions on my initial test as it just seemed like overkill, particularly with the extra villain card play.  I am kind of shocked that your team pulled off a victory against theAdvanced  Ennead with these rules running!  The odds must have surely been in your favor!

 

@Cosmonaut--the 3-card draw really wasn't as hateful as you'd think.  Only one card went into play of those three, while one went on the bottom of the deck and one into the villain player's hand.  While this afforded the villain player some flexibility--holding off on a heavy damage one shot until a damage debuff left play, or using an equipment/ongoing destroyer when more of those cards are played--it's nothing that the game doesn't already do.  Yes, the human AI ups the difficulty, as those items get played at more opportune times, but it's no more often or severe than what the game does already.  The thing that really imbalanced the scenario for us was the extra card play midway through the hero turns, which really laced the sticks into heroes that were already getting beaten down.

 

 

AN
Aniodia
2013-03-05 04:42 UTC
#27

I was the villain, and only the villain, as the Ennead gets convoluted the more there are. So all in all, there were 6 other actual heroes/players, for a grand total of 7 players. In all actuality, however, I could've sat out and let them run everything themselves; I only stepped in to assist in running the villain and environment. since at least half the players were newbies. Helped to keep things running smoothly.

 

And yeah, Advanced Ennead is terrifyingly brutal, especially when there are 7 villains right from the get-go (6 initially, then another due to advanced rules). Like I had mentioned, Adhesive Foam Grenade played a huge part in allowing the heroes to stabilize, though it was not an easy battle for them afterwards. I will say there was a surprising amount of damage nullification, whether through Fixer's Grease Gun, Wraith's Stun Bolts, Throat Jab and Smoke Bombs, Fanatic's Divine Sacrifice (with the Aegis of Resurrection as well), or that one Tachyon card that smacks every non-hero for 1 and prevents them from dealing damage.

The environment helped significantly as well, between the Positive Energy Field keeping the heroes in the game, Claustrophobic Delusion with Shu at the lowest shutting down any significant damage to the villains, and a pair of Explosive Bubbles love-tapping the villains while the heroes remain unscathed. All in all, the Realm was as much of a boon to the heroes as it was a hindrance to the villains. if I had to do it again, I might go for a different environment, just to make things harder (like Wagner Mars Base or Rook City).

PL
PlatinumWarlock
2013-03-05 05:05 UTC
#28

 

Ah, ok!  I see now!

And, yeah, that is a brutal combo!  I can't imagine the heroes would have stood a chance in any more hostile environment, like Rook City or the Mars Base.  

I could see the "draw 3, choose 1" option working well for you with so many heroes, but definitely not on advanced mode.  That's just too much.

CZ
Cosmonaut_Zero
2013-03-05 22:34 UTC
#29

Oh, I totally agree that the extra card play is hugely imbalancing - likely even more imbalancing than the hand mechanic - and stacking the two is pure madness. It's just that many villains have certain key cards they want to find and play as soon as possible. Even Gloomy would be a credible threat with this hand/draw mechanic. My thinking is in line with flamethrower's, "of COURSE the villain found all of his good cards! He got to search for them." You're getting to your good cards three times as fast.

Saying that you're not doing anything that the game doesn't already do is simply false. You're getting a whole extra scout effect for free, and it's equivalent to the best extant scout effects in hero decks. Visionary has cards that do what this draw/play mechanic does, and it eats half her turn. Is she not doing more with her turn if she plays Premonition than if she plays no card?

Also, "no more often" is not strictly true either. You're going to get a reshuffle in 2/3 of the time it would normally take since those cards are being taken out of the deck and live in your hand. Also, you can let crappy cards hang out in your hand indefinitely. This means that each subsequent reshuffle is going to be faster and of better quality than previous reshuffles. You will be able to play those Sedative Flechettes much more often in a long game than you would otherwise.

PL
PlatinumWarlock
2013-03-05 23:42 UTC
#30

 

Okay, I concede the point.  Your argument is logical, and I can see the advantage pretty clearly.

But, with 5 players, why shouldn't we amp up the difficulty a touch?  That was part of the idea in the first place, as the majority of our 5H games tend to be Hero victories on a massive scale...

I'm okay with the extra challenge, provided one knows that's an intended result.  It makes victory over the lone villain all the sweeter.

CZ
Cosmonaut_Zero
2013-03-06 00:01 UTC
#31

Wanting to amp up the challenge is a great point, especially if you want to move some of the 20% win rate villains up into the 50s. I had been thinking about it from the perspective of trying to make a ruleset that would be functional with any villain, but I totally see what you're trying to do now and it makes complete sense. You wouldn't catch me dead playing Matriarch with that rule, but I could see Ambuscade or Gloomweaver being a blast. Ultimately it's about what's fun for your group.

FL
flamethrower49
2013-03-06 00:56 UTC
#32

To be honest, I think I would have a lot of fun playing Ambuscade as a boss like that.  

"What's that?  You killed my Cloaking Device?  I guess I'll just Vanish again."

PL
PlatinumWarlock
2013-03-06 01:25 UTC
#33

 

Totally agreed.  I've only played the Matriarch twice, and I haven't come close to winning either time.  I can't imagine playing against her with a human logic driving the cards!

But Baron Blade?  Omnitron?  Gloomweaver? Even Citizen Dawn?  It makes for a great challenge, and is more dynamic than the simple mechanical buffs of advanced mode.

PL
PlatinumWarlock
2013-03-09 07:23 UTC
#34

 

By chance, we ended up with 6 players again earlier tonight and broke out our 6 player Villain variant:  draw 3, play 1 (or play one from our hand) and one extra hp for minions/targets.  And, without the mid-round draw, it actually worked spectacularly!

 

Round 1:  Win vs. Apostate in Realm of Discord.  Heroes:  Tachyon (team leader), Argent Adept, Mr. Fixer, Legacy, Nightmist

I was absolutely astounded at how efficient and effective my players were after a devastating opening turn.  I pulled a Profane Summons and an Apocalypse with my opening draw, choosing to start the game with the 4 extra relics and the Apocalypse in my pocket for an opportune time.  I was expecting a full wipe within 3 rounds.  instead, by round 3, my relics were reduced to cinders and I was leeching hp like mad.  Fixer was the hands down MVP, mowing right through my damage-reduced relics with Dual Crowbars and Jack Handle and his style that negates DR.  Argent Adept pulled his Sarabande in the same round that I laid down the Apocalypse, effectively ensuring that I'd never be able to play it again.   Tachyon's damage negation proved effective once more, but Fixer's blow-through really won the day.

Round 2:  Win vs. Citizen Dawn in Insula Primalis.  Heroes:  Tachyon (team leader), Expatriette, Argent Adept, Tempest, Legacy

This one was much closer, as Dawn's crew proved fairly challenging.  Two Channel the Eclipse cards and a Return from the Grave kept Dawn from flipping as early as the players would have liked.  Plus, the timing on two Devastating Auroras really mowed down the cards in play.  Argent Adept really never found any traction, but Expatriette had found a Tactical Shotgun early on and took chunks out of mommy dearest like none other, while Tempest dealt crowd control.  This game was significantly closer, though the players really had it in hand by the time Dawn flipped. 

Round 3:  Loss to The Chairman in Rook City.  Heroes:  Haka, Bunker, Tempest, The Wraith, and Absolute Zero (wrath)

After the two straight victories, I think our group got a little cocky, wanting a "real" challenge.  The Chairmain is rough wherever he is, and Rook City is brutal all around, but combined?  Hard enough without a human AI.  It didn't help that, rather than assembling a "balanced" groups, we decided to try to use more heroes that hadn't seen action yet that night.  The result?  Some pathetic flailing, a little bit of success--Haka's Ground Pound provided a good start--but crappy draws around the table and a lack of momentum killed the heroes off quickly.  We were unable to keep the Crooked Cops out of play, and were in single digit hp before a second Underboss hit the trash pile.

 

A few other observations:

Apostate's damage gets intense with 5 people!  With his relics out, I was dealing 10 damage to one player, and 5 to another with each turn, without minions!  That said, it not lasted two rounds, until Fixer fixed the relic problem with some sweeping damage...

The Chairman is not to be trifled with....ouch.

The sheer realm of choice changes the way the villain deck gets played so drastically that it's truly a unique experience.  Is it worth dropping that Aurora yet?  Do you wait a turn till there are more cards out while risking getting deck-locked, or do you drop the bomb early, despite fewer targets?  Do you put out minions this turn, n the hopes that they'll take some hits for you, or do you use the one shot?  Decisions, decisions!

 

if you're looking to up the difficulty of your games and you have a 6th person, I really recommend trying this.  It's a blast!

JA
jagarciao
2013-03-11 16:38 UTC
#35

Last night we ended up with six players, so we once again tried the 6 vs. 2 system that I described earlier in this thread. 

After some discussion on who to fight and how to set it up, we decided to stick to just one environment to make the effects tracking easier (it was going to be difficult enough) and to avoid using nemeses (to try to keep the damage dealing a little simpler to keep track off (the flanked damage bonus can be difficult enough) 

we ended up with the Freedom Five + Unity vs. Grand Warlord Voss and Omnitron in Wagner Mars Base. 

Another rule we added was this:

- The first 3 heroes MUST face the first villain. It just didn't seem right to be able to target a villain that hasn't had a turn. The remaining 3 heroes may face either direction, but at least 1 hero must face each villain at all times. 

To make it easier on ourselves we started with the first 3 heroes (Legacy, AZ, and Wraith) facing GWV and the other 3 (Tachyon, Bunker, and Unity) facing Omnitron. 

After some rough early rounds where we seemed unable to keep any equipment or ongoing cards on the table thanks to Omnitron, Wraith was able to ger her infrared eye-piece and turn around and keep Omnitron's deck in check.

The game flowed pretty smoothly from then and although rounds do take longer, there is so much discussion and coordination going on that there really isn't much of a downtime. The turning around mechanic takes a valuable phase during your turn, so you have to make sure that it is worth it and that someone will cover the gap you create ("OK, I am going to turn around to destroy that card, is someone going to be able to take care of this thing on this side?"). 

We were chipping away at the villains pretty steadily, but were also taking more damage than usual in the games, so it was going to be a pretty close one. 

A late game Forced Deployment from GWV came at the worst time with AZ and Tachyon facing the wrong way to use their one-shot ongoing destruction to get those minions out and destroy them before they could do damage and possibly incapacitate some heroes. Thankfully, Bee Bot came to the rescue! Again (this has to be my favorite bot!)!!

Unity was able to use get Bee Bot in play, then use one of use her Platform Bot to destroy the Bee Bot, which in turn destroyed Forced Deployment bringing out the minions. Bee Bot then used its final move to poke the Cryo Bot (nearly killing it since there damage buffs from Legacy and Champion Bot for a total of +3), which in turn blasted all the minions for 4 damage... killing most of them. The ones that survived were taken care off by two Raptor Bots. 

The heroes rallied after that point, dispatching both GWV and Omnitron in a couple of rounds. 

A couple of things came up that we needed to rule on the spot, these usually had to do with hero cards that don't deal damage but do have an affect on a villain :

- Legacy's Lead From The Front. We decided we can only redirect damage from villain cards that Legacy himself is facing. 

- Absolute Zero's Subzero Atmosphere. We were trying to decide whether the effect should be static and remain on the villain that AZ was facing when the card came into play or if if it should be dynamic and turn with AZ. In the end we went with it being dynamic and turning with AZ (which was really moot since it was quickly dispatched by Sedative Fletchettes). 

That's all I can think of for now. Next up we'll see how this works with a more intense duo like The Chairman and Citizen Dawn. 

 

 

DY
dypaca
2013-03-11 18:46 UTC
#36

I really like the sound of this 6v2 variant and am excited to try it out the next time I have 6 players.

If you defeated one villain, did you continue to play cards from his deck and keep his minions in play?  (Obviously Omnitron's special ability is to keep the game going after the character card is destroyed, but it makes some sense that other villains would stop completely when defeated and that Omnitron would stop playing cards once all the devices are destroyed)

Did you have any incapacitated heroes?   If so, how do you handle their facing?

PL
PlatinumWarlock
2013-03-11 18:51 UTC
#37

 

How long did the 6vs2 variant take, compared to a normal game?  

I'd be interested in trying it, but the length is a worry.  My group tend to prefer speedier sessions, so that they can play lots of different heroes.

JA
jagarciao
2013-03-11 19:54 UTC
#38

Yeah, the endgame does pose some problems since once a villain is defeated you end up having all 6 heroes focused on one villain. We used the following rules once Omnitron and his devices were destroyed:

- Heroes not facing GWV still had to actively turn to face him before they dealt damage. Blind-side bonus still applied to heroes that hadn't turned yet. 

- Once all heroes turned H was considered 6 unless it was impossible to do so (which never came up in this game). 

We did have Tachyon go incapacitated right before the end of the game, but there was only one villain at that time so there was no need to turn. Also, since incapacitated abilities deal with aiding other heroes I don't think turning would be an issue, all heroes are accessible to other heroes' abilities regardless of which way they are facing. The idea is that the heroes are huddled in the middle while the villains attack from the sides so they can affect each other freely, but only affect the villain they are facing. 

As far as time... yeah, this took a bit more time. We had a couple of newer players so that added to it, but I would estimate that this variant takes about as long as two 3-player games played back to back. Also, if your group enjoys the faster more explosive type of games, this might not be as enjoyable. The majority of the time was spent discussing options and coordinating attacks and defenses, so it was more of a methodical game.  We definitely enjoyed the enhanced team play feel to it... but I definitely think it wouldn't be enjoyed by everyone.  If your entire group is made up of experienced SotM players that would definitely speed thing up a bit though. 

JA
jagarciao
2013-03-11 21:02 UTC
#39

It also takes a bit of room. Here's some pics of the game. 

DY
dypaca
2013-03-12 00:23 UTC
#40

I was actually thinking that it would be advantageous for an incapacitated hero to face away from the last villain to lower H.  Maybe as soon as one side is won, the other Villain treats H as 6 regardless of facing.  And maybe to really ramp things up, incapacitated heroes should always count for the H of both villains.

JA
jagarciao
2013-03-12 00:35 UTC
#41

Those are good points and I think both would be good additions to the game, especially since the 6 on 1 end game tends to get a little too easy for the heroes. 

I'll add them both to my house rules when I do a 6 v 2 again. 

Hmmm. Maybe we'll try fighting both Omnitrons next time…

RO
Ronway
2013-03-12 01:36 UTC
#42

 

While someone is playing Omnitron?

 

In all for realzies thise 6v2 thing that you've got going on is pretty cool and I would be totally up for trying it out sometime, but there isn't really I time when 6 people from my gaming group get together.

LY
lynkfox
2013-03-12 05:20 UTC
#43

omg that counter thing is BRILLIANT. we need to get one of those...

CO
corran109
2014-09-03 18:44 UTC
#44

I want one too. Where do you get one of those?

SP
Spiff
2014-09-03 21:24 UTC
#45

Jagarciao designed it.  You can download a copy on my site.

CO
corran109
2014-09-04 02:13 UTC
#46

Cool thanks! Now to go find a printer

GE
GentaX
2014-09-17 16:55 UTC
#47

I will say this. More often than not we have 6 people in our sentinels sessions and I sit out as bookeeper. Even though I'm not playing a hero I do consider myself as a player as more often than not I'm super involved in the game giving advice and joining in on the team discussions. Really at the end of the day the players are just the ones are holding the cards but we all make decisions as a team

DM
Dawn_Mage
2014-10-17 13:51 UTC
#48

i did a 6 person game with 2 villans.

while playing the game we did interpid some rules the easy way (to have a fighting chance).

but still we won the game so i could be done with 2 villans