Forum: Malifaux Matters
Anything and everything related to Malifaux, including Rules, Event, and Faction discussions.
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07-16-2012, 01:58 PM #11
One scenario I've done a few times for threesomes is a modified Claim Jump where VP are scored at the end of each turn from turn 2 onwards : 1 VP if you have the most models in the claim, and additional 1 VP if there are no enemy models in the claim.
Yes, this in theory can result in way more than 4 VPs - but it won't in practice as each turn the King of the Hill will have to deal with two opponents trying to oust him. Having more points available also down-plays the importance of Schemes - which is good because they can be gamed pretty easily in a three-way.
It also leads to some interesting game theory for the other two players as to timing late turn activation and trying to be the last one in.
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07-16-2012, 06:10 PM #12Rank: Wyrd
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Usually, the main thing that seems to be different is that you kind of need to negotiate how each Scheme and Strategy works.
Check out my Index of Story Encounters!
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07-16-2012, 06:58 PM #13Fetid Strumpet:
So =P to you Dgraz, you cheeky Monkey. My Photobucket Account
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07-16-2012, 06:59 PM #14
It's a great way to play, especially if underhand dealing, bribery, threats and out and out begging are involved
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A mostly Malifaux blog
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07-16-2012, 09:11 PM #15Rank: Touched
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We used a few strategies; slaughter, claim jump and bodyguard, each worth 2 points with a +1 for being the only person near the claim jump marker at the end. Worked quite well, became a real cat and mouse game.
McMourning, Kirai, Colette, Rasputina, Kaeris, Lilith, Pandora, Zoraida, Collodi
Considering changing my name to "The Black Joker" after day one of the Australia GT!
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07-16-2012, 10:10 PM #16
In the 3 player games I've played we initially had that problem of 2 ppl running each other out of resources fighting each other while the 3rd jumps in at the last and wins...
Some things I've found to aleviate that.
Attacking the player to the left (IE schemes go to left player) helps alot
2 corners next to each other and a third opposite middle deployment along the board edge makes for even distance between crews.
A shared strategy means that all the players will be competing for at least one objective. we tend to use a King of the hill type. An objective on top of a hill. points for having a master there at the end, and for a minion there at the end. And every turn flip for landslide pushing all models to the base of the hill on an 11+.
These things have made 3 player games very intense and satisfying.Know your Lore...
Incoming fire has the right of way!
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07-16-2012, 10:17 PM #17Justice Bringer
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My friends and I do regular 3 way games. We have found story encounters work best. Schemes are usually Attack left defend right or vice versa (randomly decided based on even or odd card flip).
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07-17-2012, 10:59 AM #18
I've always been a big fan of the 2 on 1 setup, whereby the "team" of 2 is still against each other, starts on the same side, and is welcome to attack each other if they wish, but the 1 side is so much larger than them that if they attack each other too quickly, they are guaranteed to lose and have to work together early in the game before choosing when to backstab.
Something like 20 SS versus 20 SS versus 50 SS and the two 20 SS players start in the same deployment zone. The 20 SS players cannot choose a scheme that requires them to kill a model on the other 20 SS team, such as assassinate (but it still counts for strats, such as slaughter/contain power/etc). How fun does that sound?
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07-17-2012, 11:56 AM #19
That sounds awesome brdparker..............and awesomely fluffy. my first thought was a Marcus and McMourning team-up like in the fluff........fighting against the guild.
Fetid Strumpet:
So =P to you Dgraz, you cheeky Monkey. My Photobucket Account
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