Battle Royale

Sulfurdown

Mongoose
With the opportunity for setting up a multiplayer game, has anyone developed anymore Victory Conditions to expand this type of Scenario?
 
Having done a few multi-player games my advise is go for two broad sides as otherwise the entire game is actually about persudaing the other players that your ships are less of a threat than other peoples and therefore they should be shooting them not you. It's great fun for a one off, but doesn't work too well on a regular basis.
 
I'm hoping to set up a series of victory conditions that would allow multiplayers' goals to lay obliquely rather then directly opposing.

Edit: So far I've worked up only a few extra VCs, and a 10 round limit, because the Battle Royale as written probably won't have a victor, since it runs until "all remaining players on the table have their victory conditions."

Gauge the Enemy! - You must successfully scan all surviving enemy ships. (Using the scanning rules from Recon Run)

Guardian Angel! - Pick one enemy ship of the lowest fielded priority level. You must prevent this ship's destruction for X rounds. (an inverted Assassination goal)

Extract Q-40!* - Fleet must extract as much Q-40 as possible from nearby asteroid fields. All ships or your fleet must perform at least X "All Stop and Pivot!" maneuvers within an asteroid field to shuttle enough Q-40 to fill it's cargo hold.

*requires an asteroid field.

The "X"s will have to be determined by priority level, etc to balance the game.
 
We played capture the abandoned ancient spaceship in the middle before. Most point levels worth of ships within x inches at end turn 10 wins. We made the ancient invulnerable of course.
 
Have done a couple of multi player games, and we scored by who did the most damage (you just kept a running total of damage you inflicted including crits).

We did try number of ships reduced to thresholds and or destroyed, but it seemed really unfair that 1 player might take a war ship down to 1 point above damage and crew, then for the next player to take the glory of the kill.

Using damage (and crew if you wish) means that you have to get stuck in there and rip chuncks from your enemy in order to win.
 
Morakas said:
We played capture the abandoned ancient spaceship in the middle before. Most point levels worth of ships within x inches at end turn 10 wins. We made the ancient invulnerable of course.

I've thought about a game like this. Only I wanted to have the winner as the first to leave the table with the ancient ship. Maybe it could take one turn of all stop by the objective to grapple it, then can shoot and move at half speed until leaving the table. (by edge or jumpgate). If the ship gets destroyed the objective is released, if the ship gets hit it could break the grapple on 5/6 plus. This is just me brainstorming. For an added bit of nastiness you could have a couple of shadow ships show up after, say, 10 turns if nobody has met victory conditions. Thes could be played by another player, or someone who has lost all their ships.
 
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