Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Redemption® Resources and Thinktank => Game Play Variations => Topic started by: sk on June 04, 2009, 03:50:33 PM
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Is there an "official" set of rules and such somewhere for the Teams event?
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Last year's rules were basically as follows, but since I won't be at Nats this year, whoever runs it may change some things.
OK, standard T1 deck building rules. Standard T1 game rules with the following exceptions:
Dominants: Only 1 of each dominant may be played by a TEAM. When they are played they are given to the other TEAM to put into their LOR (not counting as a LS of course) until the end of the game. Extra dominants may be discarded (ie. to kill CoM), but may not be played. Doubt is also able to be played straight into battle (instead of territory), but does not prohibit adding another EC to battle as well (shout out to RR).
Fortresses: Cards may be put into fortresses by either player on a TEAM during their turn, and removed from a fortress by either player on a TEAM during their turn. This allows passing of characters (through KotW and Goshen) and enhancements (through Storehouse). It also allows limited shared control of artifacts (ie. in a temple). Because fortresses are shared, their abilities also affect both people on a TEAM (ie. protecting a civ).
Lost Souls: LSs may be placed in sites by either player on a TEAM during their turn. Because LoB is shared, either player (but not both) may choose to block when a member of the opposing TEAM makes a rescue attempt. And because LoR is shared, a TEAM wins as soon as the total number of LSs rescued by both players on a TEAM is 5.
Definitions: "your" means that the card is owned by you or your teammate, and controlled by you or your teammate. "opponent's" and "opponents'" and "opponent" all mean either player on opposing TEAM.
Gamestart: The "intro-prep phase" was used, which allowed all players to put down characters, WC-enhs, fortresses, sites (and put LSs in them), and artifacts out of their original draw-8 before the first turn. The "2nd player draw" rule was also used. So that starting with the 2nd player to take a full turn people could draw 3 cards on their turn. That actually made it a real choice whether you wanted to go first, if you got to choose (by having the most LSs out).
The rest of the cards are unique to each player (GCs, ECs, artifact pile, draw pile, discard pile, hand) and are treated like a standard T1 game. These rules worked really well, and were very popular. We had about 50 people playing TEAMS last year, and they had a lot of fun. Several people pointed to that event as their favorite.
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Colin and I showed up right when Teams was starting (or in the middle of round 1, I forget) having forgotten that we signed up. Fortunately, our decks were almost exactly the same, which worked out well for Teams.
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Colin and I showed up right when Teams was starting (or in the middle of round 1, I forget) having forgotten that we signed up. Fortunately, our decks were almost exactly the same, which worked out well for Teams.
I agree, having similar decks is good. Having identical decks might be lame though.
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Ben, how could you possibly know anything about the teams category? ::)
And remember how worthwhile it was to just open that Warriors pack... :laugh:
Kirk
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lol *mutterings, grumble, grumble* STUPID COMPLAINERS! ::) Me and Chris almost had you guys! If only we could have played another SoG we could have opened that dumb warriors pack... :-*
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So the way characters are played and used in no way affect normal type 1 game play for teams?
*Typo :P
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So the way characters are played and used in now way affect normal type 1 game play for teams?
I don't think so (other than the definitions of "your" and "opponent's" being slightly different.)
What exactly did you have in mind?
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blah lol I had a typo there and I got one of my questions answered by reading it more... But how does teams work if you and your partner are using Gennisis characters with abilities like Ben. and Zeb.?
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You have separate territories from your teammate, so as long as all the heroes in your specific territory were Genesis refs, then Zeb and Ben would work. Of course if you had a Goshen that you were sharing with your teammate, then any characters in there would also have to be Genesis ref.
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lol *mutterings, grumble, grumble* STUPID COMPLAINERS! ::) Me and Chris almost had you guys! If only we could have played another SoG we could have opened that dumb warriors pack... :-*
There is a reason why I put that card in my deck, along with all my other goodies on defense. :D
Kirk
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Ah teams, I don't think I ever won, But I made people remember my defense with dread, and at the end of the day, isn't that what 100+ defenses in teams is all about?
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me and some friends from my group have different rules ::) i will post them some time.. first off it requires 10 souls together..... and i will save the rest for later ::)
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I'm actually really looking forward to trying this tournament type at Nationals this year.
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i wish i could play in teams
teams sound like alot of fun :'(
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If only RTS could do multiplayer...
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Hey, the natz website already posted the rules for teams.
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Yeah, this thread began prior to Mike posting them.
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So I was reading through the rules again, and it says in the intro-prep phase that Territory enhancements can be played. Are we going to be allowed to use the new set?
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I think so... :scratch:
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Wah? I thought we werent....
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No, we're not. I'm guessing they won't be released until about the time the category starts.