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Team Games; Team Games
Topic Started: Aug 19 2012, 04:35 AM (310 Views)
Atheistlock
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Can anyone link a faq for team games.
Not the Galactus game, but just team games in general.
Thanks in Advance.
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captainspud
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I don't think such a thing exists. There have never been official rules for team play-- any such rules are fan constructs, and there's never been one "official" team format.
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AlphaSilvr
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Since we only have 2 main players we have never really had a chance to truly playtest any multiplayer games. But one we have always wanted to try is Two-Headed Mutant. It's a variant on MTG's Two-Headed Giant.

Basically it runs like this:

Even Teams (2 vs 2, 3 vs 3, and so on)
Each team shares a 100 endurance total +50 endurance for each additional player.(3 Players/Team = 150 endurance, 4 Players/Team = 200 Endurance)
Each team shares Phases and Steps.
Each team can see each teammate's hand.
Each Player still gets 1 normal recover.

Rules we never figured out and seem to be House Rules: (If someone knows how these are to played please say so as that would be nice! :D)

Defending: Whether a direct attack can be made if 1 player has characters and the other player(s) do not.
Attacking: Whether Team attacks can be made if you and a teammate control characters with the same affiliation.
Control: You control your own characters. *I have heard of some games where they break this and make it so each member controls all characters -- in this version you then run into Uniqueness issues and should coordinate with your teammates before the game.

You can look at how the Galactus deck is played, except you are playing against another "team" instead of a giant character.

Hope this helps. :D
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Drstrange
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I think to awnser your questions in Two(/multi)-headed mutant, as far as I remember.
-You share 1 big zone for characters with all members on your team. Combat is as normal, you "controll" all the characters together.
-At the start of the game each player in you team chooses 1 affiliation and those are teamed up.
-Decks need to be tuned together, due to uniqueness (just like loner decks wont work that well in here).

The resource rows, hand, discardpile and deckzone are still split just the characterzone is shared.

That is how I remember it, but its very open to houserules and basicly anything that works for the group is fine :)
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infinity_matrix
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My group is just 3 of us but we like to try 'team' formats also.

The best fun so far was 3 player Emperor.

Each player controls 3 decks all positioned next to one another with their own separate life totals.

Attacks can only be made at the closest opponent and effects can only go 2 positions to the left or right so essentially your 2 outer decks protect the central Emperor (And if the Emperor dies you lose).

We have a total of about 105 decks (With a few double ups) between us and we randomize decks and/or which deck goes in the middle (Auctioning decks off and playing for a few bucks has been amusing also)
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OnyxWeapon
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our playgroup always simply took the rules for the "alliance" in the galactus event and spun it to the same rules simply applied to an "alliance vs alliance".
(with a lil in-house rule preventing alternate win conditions, they just aren't cool when most games easily go to 7+)
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AlphaSilvr
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A friend of mine was looking through the old Rulebooks and noticed in the MOR rulebook that there are actual UDE printed Team Rules. :P
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Biderman
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Yes, not just team rules, but rules for two-headed mutant and pointers for deckbuilding and tournaments. I had forgotten all that stuff was in there.
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MartyMcF1y
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My friends and I play this weird 2v2. We all take separate turns and phases. and it will go team 1 #1, team 2 #1, and so on. Basically the only things that make us a team are that we can talk to each other and we can't attack each other. We found the sharing phases to be very op based on a few of our decks.
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