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"Multi-Player TMWWBK" Topic


6 Posts

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Comments or corrections?

Henry Martini19 Dec 2016 4:32 a.m. PST

The basic game is I-Go, You-Go, but the Multi-Player Gaming section on page 12 seems to suggest that this sequence is abandoned and play can potentially swing back and forth between the two sides. Can anyone clarify this for me?

advocate19 Dec 2016 6:22 a.m. PST

Presumably that implies a (random?) player order, perhaps determined at the start of each turn. So you wouldn't necessarily get all the British followed by all the Zulus, for example.

Henry Martini19 Dec 2016 8:04 p.m. PST

That's what I'm wondering, advocate. In the game I was involved in the other night we played it as I-Go, You-Go, with all the players on one side deciding which of them would act next, and completing all their actions before/after the other side acted. It would be nice to know what Dan Mersey intended, because it really does completely change the tone of the game. I was hoping someone might have already had the question resolved by the author. I did check Dux Rampant, but the issue hasn't been raised there.

Personal logo Wolfshanza Supporting Member of TMP19 Dec 2016 11:40 p.m. PST

It could mean resembling tSatF with cards or some such ? That would make the sides actions a little more iffy ? Had thought about it but we haven't done it yet.

skinkmasterreturns22 Dec 2016 6:46 a.m. PST

While the turn sequence itself is Igoyougo,the turn order isnt,its based on initiative,so that can really make things challenging,especially when the regulars dont get that volley off before the natives charge.

sunjester30 Dec 2016 12:37 a.m. PST

We have played several multi-player games with various of Dan Mersey's rules, TMWWBK, Lion Rampant and Dragon Rampant. What we do is all players roll 1d6 at the start of the turn, the highest goes first, then activation moves clockwise around the table.

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