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How can we have multiplayer when we don't even have team tournaments : (
the ideology is that to have a good team the team must be able to work well together. It goes back to the team must be greater than the sum of the parts.
In a roundabout way, that means that if we want a healthy team-tournament scene, we need support. just like everything else. Or did I swing and miss?
the idea is that UDE can make cards that work fine in 1 vs 1 matchplay but work better in multiplayer. thoughts?
Easy. Besides simple reciprocal effects ("each player KO's a character he controls"), it's possible to play around with effects that make up for slightly weaker effects in 1-on-1 play by getting around targeting issues and being more powerful with multiple opponents. Here's a decent example power: "Activate -> Each opponent exhausts a ready character he controls unless he discards a card." Future Foes MP support, maybe? ^_^
The following "rules" for Multiple organized play is a mix of others ideas I like and have tried and what I know works from playing multiples.
My friends and I play multi-player VS all the time. I very much enjoy it. From what I have seen online and what we do here's some rules I came up with. Try it, you might like it.
General
Players: 4-6
Decks: standard
Time: unlimited, but no stalling [60 second rule]
Targeting: Must be declared at activation, cannot target same player in same turn.
Individual card rulings: Same [printed text is already specific]
Game play
Initial Draw: Strictly in order [mulligans clearly told]
Bulid phase: To save time, everyone sets a resource at the same time. [If needed, in order]
Recruit step: strictly in order. Confirm formation before moving on.
Attack initiative: Choosen before start of game and clockwise.
Attack: Initiative player and one random other. [names in a hat or however] *this will stop the bully factor
Recovery: strictly in order
Repeat until one winner
Gray areas * For the sake of consistancy, if the text says "all opponents/your opponent" then it effects all except the activating player (i.e. 4 drop Doom, Sinestro, Imperiex, Gamma bomb etc.) * "Target opponent" cannot change once declared. * Overlapping effects are allowed (i.e. two players with a 4-drop Doom in play means no one may play a plot twist frrom the hand.)
Please feel free to comment or point out any flaws.
Easy. Besides simple reciprocal effects ("each player KO's a character he controls"), it's possible to play around with effects that make up for slightly weaker effects in 1-on-1 play by getting around targeting issues and being more powerful with multiple opponents. Here's a decent example power: "Activate -> Each opponent exhausts a ready character he controls unless he discards a card." Future Foes MP support, maybe? ^_^
true, they'd need it. Discard-based decks tend to be bad at multiplayer