3. L5R multiplayer rules

advertisement
L5R FLOOD WAR
FULL PLAYERS GUIDE
1. Basic event rules
2. Tokens and Token effects
3. L5R multiplayer rules
1. Basic Event Rules
RANDOM TEAMS (to be drawn from a hat) MULTI-PLAYER EVENT 2 v 2
Celestial Format. Minimum 40/40 card decks.
Adelaide Uni - Eclipse/Harry Medlin halls
Start time : 11:30 am – event will run until 6pm where there will be prizes/formalities
$15 donation entry: For your donation you will receive Flood War tokens. Additional tokens can be
purchased at 50c each and can be used to trigger special effects (see below)
Tokens can be purchased at any time as a though they were a global game trait, trigger able any
amount of times per turn.
PRIZES:
PROMOS/BOOSTERS/PLAYMATS/DECKBACKERS more tba.
2. Tokens and Token effects
1
token:
Open/Battle:
Buoyed
by
the
Kami:
Straighten
a
target
personality
2
tokens:
Open/Battle:
As
the
Breakers:
Target
a
personality:
bow
that
personality
3
tokens:
Battle:
Master
of
the
Rolling
River:
Target
your
performing
personality:
Move
him
to
the
current
battlefield if we would be opposed there.
5
tokens:
Limited:
The
water
Dragon’s
favor:
Your
personalities
in
and
out
of
play
gain
the
naval
trait
for
rest
of
the
game
7
tokens:
Limited:
Rebuilding
the
Imperial
City:
Add
a
province
adjacent
to
your
rightmost
province
that
holds
dynasty
cards
as
usual.
3
tokens:
Open/Battle:
Assistance
on
the
Emperor’s
Roads:
Draw
a
Floodwar
relief
pack:
You
may
put
into
play
in
your
home
or
your
current
army
any
personalities/holdings/regions/attachments
ignoring
entering
play
requirements;
you
may
resolve
any
events
and
may
add
to
your
hand
any
actions/attachments.
You
may
not
play
this
action
until
your
third
turn or later
of
the
game.
2
tokens:
Open:
The
plots
of
Matsu
Turi,
the
dark
oracle
of
water:
Resolve
the
top
card
of
the
Floodwar
event
deck:
this
event
affects
all
current
games
The
Floodwar
event
deck
is
a
randomized
deck
of
global
events
from
the
history
of
L5R.
Floodwar
relief
packs
are
a
pack
of
4
random
legacy
cards.
3. L5R multiplayer rules
Winning and losing the game
A player who loses by Military, Dishonour or other means is eliminated from the game, and
the other players continue. A player for whom the last remaining other player is eliminated by
Military or Dishonour means, wins that kind of victory.
A team honour victory requires that when an active team player begins their turn, they begin
their turn at:
-
40 or more honour while their team member is at 20 or more
60 or more honour
An enlightenment victory requires one of the competing teams to have all 5 rings in play and
the other 2 (through their own text)
Player elimination
If a player is eliminated from the game:




all cards from his play deck, plus his starting Holdings, are removed from the game;
all created cards under his control are removed from the game;
any of his remaining provinces leave the game (without literally being destroyed);
and he leaves the game.
An eliminated player’s tokens that are still in play after this, as well as his created cards that
are controlled by other players, remain in play.
Effects generated by eliminated players’ cards or actions persist for their normal duration. For
effects that will end during some future turn of the eliminated player, end them after the
previous remaining player’s turn and before the next remaining player’s turn.
Sequence of play
Turns and turn order
Beginning with the starting player, turn order proceeds around the table to his or her left
(regardless of the other players' starting Family Honor), with each player taking a turn.
At any time after the start of the game, turn order starts with the active player and continues
clockwise, to each player’s left.
Whenever an effect asks “each player” to do something, the default is to start with the active
player and continue once in turn order, skipping any players who are not eligible to do that
thing.
Start of game
In multiplayer, any player who is not going first starts the game with a bowed Bamboo
Harvesters.
Action Phase
Each player in turn order, starting with the active player, has the opportunity to pass or take a
legal action, continuing around the table any number of times until all players pass
consecutively.
The active player can only take Limited and Open actions at these opportunities. All other
players can only take Open actions at these opportunities.
After all players have passed consecutively, the Action Phase ends.
Attack Phase (optional)
The last of the Multiplayer Format Rules concern the Attack Phase.
Declaration Segment
In the Declaration Segment in Multiplayer, after the player creating the Attack Phase declares
an attack and thus becomes the Attacker for that Attack Phase, he or she then chooses another
player. That other player is then the Defender for this Attack Phase, and battlefields are
created at only each of his or her provinces.
After battlefields are created, there is an additional step to the Declaration Segment:
AN ATTACK PHASE CANNOT BE DECLARED IF YOU CONTROL NO
PERSONALITIES
Invite Allies.
The Attacker may invite any number of players other than the Defender to ally with him or
her. The Defender then may then invite any number of players other than the Attacker to ally
with him or her (even ones the Attacker also invited).
An "ally" is any player, neither Attacker nor Defender, who has had units on one side or the
other in the current Attack Phase. The Attacker's allies, or attacking allies, are allies who
have had units on the attacking side, and likewise for the Defender's allies or defending allies.
Units, Personalities, and other things in the game are also allied if they are controlled by an
ally. You are not an "ally" until you have units on a side in a battle.
Invited players do not need to accept or decline.
The Attacker and Defender may each choose not to invite any players.
Being invited by the Attacker or Defender gives a player the option to assign or move units to
battlefields.
Any player other than the Attacker who was not invited by the Attacker may not have his or
her units assign to the attacking side, move into the attacking side, or be brought into play on
the attacking side during a battle.
Likewise, any player other than the Defender who was not invited by the Defender can not
have his or her units assign to the defending side, move into the defending side, or be brought
into play on the defending side during a battle.
The first time each Attack Phase that an invited player has one or more of his or her units
assign to, move to, or enter play on an attacking or defending side, he becomes an ally of that
side’s leader. The invited player is now known as an attacking ally or a defending ally. The
invited player’s units are allied units of the player whose army he joined, and that player is
considered to be his allied leader. The other player involved in the attack is considered to be
the enemy leader from the invited player’s point of view.
A "leader" is the Attacker or Defender in a battle or attack, compared to other allied players.
The friendly leader is yourself if you are the Attacker or Defender, or the player you are
allied with if you are an ally. The enemy leader is the Attacker if your friendly leader is the
Defender, or the Defender if your friendly leader is the Attacker. If you have not yet allied,
you have no enemy or friendly leader.
Once a player’s status as an attacking or defending ally is established, he is no longer
considered invited by his new enemy leader.
Effects that move, assign, or create units controlled by another player on a side at a battlefield
can establish the other player's allying status, keeping in mind that he or she must currently
be invited to ally by the appropriate leader for those effects to work in the first place.
Effects will not move or assign a non-allied player’s units to an attacking and defending side
simultaneously – if this is about to happen, that player must choose one set of movements or
assignments that do not happen.
Maneuvers Segments
During the Infantry Maneuvers Segment, after the Attacker assigns his units, the first player
the Attacker invited to his left (and then each other player he invited, continuing in turn
order) may assign, from his home, any number of his units led by an unbowed Personality to
any battlefields, in any arrangement desired.
Then, likewise, after the Defender assigns his units, each player the Defender invited may
assign units.
These same procedures are followed for the Cavalry Maneuvers Segment.
Battles
Combat Segment
In the Combat Segment, as usual, the Defender gets the first opportunity either to take a
Battle action or pass. After that, the next opportunity goes to the player to the Defender's left
and follows leftwards in turn order after that. However, if an effect changes who gets the first
opportunity to take an action, the next opportunity goes to the player to his left (not the
Defender's). Note that this change occurs only due to a specific change of who receives the
first opportunity to act, not if any player receives "additional" actions before the Defender's
first, outside the normal sequence.
Also, due to some actions excepting the Rule of Presence, a non-allied player may sometimes
be able to take an action at a battle where he controls no units. When this happens, he takes it
as if he were an attacking player if only the Attacker invited him, and as if he were a
defending player if only the Defender invited him. If neither player invited him, he may not
take such an action. If both players invited him, he chooses after announcing the action
whether he will take it as an attacking player or a defending player. Such decision, by itself,
has no implications for allying.
After all players pass in sequence, the Combat Segment ends and the battle proceeds to the
Resolution Segment.
Final Steps
During the final steps after the Resolution Segment ends, when attacking units return home
and bow, allied units also return home and bow, regardless of whether they were controlled
by an attacking or defending ally.
Download