Arda Co-op?
Posted: Fri Mar 10, 2023 2:59 pm
In my continuing efforts to trick... I mean convince my gaming group to play meccg I have determined that a fully cooperative arda varient might be more to their liking.
My current plan, using Gandalf Gene's arda deck as a base, is as follows:
There are 8 "decks":
1. Quest deck: all resources worth marshaling points
2. Play deck: all other resource events
3. Ring deck: all rings except gold rings
4. Minor item deck: all minor items
5. Character deck: all characters
6. Creature deck: all hazard creatures
7. Event deck: most hazard events, including nazgul
8. Sauron deck: most hazard long and permanent events except all corruption cards and event/creature hybrid cards are in the event deck
Setup:
Players choose their wizard and draft their characters as per normal arda.
The quest deck and the character deck each have a buy row of 6(?) face up cards available for anyone to play.
Sequence of Play:
All players take their untap, organization, and long event phases at the same time, to reduce player downtime.
At the start of the long event phase, player count -1 cards are played from the top of the sauron deck to create difficulties for the players.
The movement/hazard and site phases are played in the normal way of each player having their own turn. A player completes both phases before the next player goes.
In each company's movement/hazard plays the players reveal cards from both the creature and event decks, each equal to the number of cards the opponent would draw from the site. The players then collectively decide which hazards would be most powerful and play them up to the hazard limit.
Whenever a player plays a minor item or tests a ring, they look through the corresponding deck a choose a valid card to play.
Players complete the end of turn simultaneously.
The players win if they destroy the ring or if their combined marshaling points = 25(?) times the number of players.
The players lose if ? I think the loss condition might be time runs out, either a set number of turns or decks run through, but I don't know how long to make such a timer.
I am still very much a meccg newbie, so I have some questions for you fine folks. Am I making any obvious mistakes? Any thing seem like it is too clunky, or won't work, just could be done better? I figured I would ask here before trying to throw this at even newer players than I.
My current plan, using Gandalf Gene's arda deck as a base, is as follows:
There are 8 "decks":
1. Quest deck: all resources worth marshaling points
2. Play deck: all other resource events
3. Ring deck: all rings except gold rings
4. Minor item deck: all minor items
5. Character deck: all characters
6. Creature deck: all hazard creatures
7. Event deck: most hazard events, including nazgul
8. Sauron deck: most hazard long and permanent events except all corruption cards and event/creature hybrid cards are in the event deck
Setup:
Players choose their wizard and draft their characters as per normal arda.
The quest deck and the character deck each have a buy row of 6(?) face up cards available for anyone to play.
Sequence of Play:
All players take their untap, organization, and long event phases at the same time, to reduce player downtime.
At the start of the long event phase, player count -1 cards are played from the top of the sauron deck to create difficulties for the players.
The movement/hazard and site phases are played in the normal way of each player having their own turn. A player completes both phases before the next player goes.
In each company's movement/hazard plays the players reveal cards from both the creature and event decks, each equal to the number of cards the opponent would draw from the site. The players then collectively decide which hazards would be most powerful and play them up to the hazard limit.
Whenever a player plays a minor item or tests a ring, they look through the corresponding deck a choose a valid card to play.
Players complete the end of turn simultaneously.
The players win if they destroy the ring or if their combined marshaling points = 25(?) times the number of players.
The players lose if ? I think the loss condition might be time runs out, either a set number of turns or decks run through, but I don't know how long to make such a timer.
I am still very much a meccg newbie, so I have some questions for you fine folks. Am I making any obvious mistakes? Any thing seem like it is too clunky, or won't work, just could be done better? I figured I would ask here before trying to throw this at even newer players than I.