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"Lion Rampant more than 2 players" Topic


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837 hits since 14 Nov 2021
©1994-2024 Bill Armintrout
Comments or corrections?

DrSkull14 Nov 2021 3:32 a.m. PST

If one were to set up a game of Lion Rampant for more than 2 people, how does it work best?

Is it best two have 2 teams, or can each player have an individual goal/side?

If each player is completely independent, is it best to keep a strict order, say each turn is Joe, Frank, Bob, Steve, or after each person has gone once, do you reorder?

If you do just use teams, should each player get a leader of his own?

Personal logo ColCampbell Supporting Member of TMP14 Nov 2021 8:01 a.m. PST

Six years ago (gosh, has it been that long ago!) I ran a multi-player LR game. Each player got his own command. I can't recall how I sequenced the activation. But if I were to do it again, I'd use cards with each player having their own and going in whatever order the cards indicated. Since medieval battles were strictly controlled affairs, I think this would be the best way.

link

Jim

KSmyth14 Nov 2021 8:13 a.m. PST

I've run multiple player games and I think either a rolled initiative or card draw works best. However, a group Igo\yougo does keep things simple. Just sayin'

Jim Webster14 Nov 2021 8:56 a.m. PST

With multiplayer games, one system that we have used is that we assume there is still two sides, and we treat each player as a command. So each player rolls to see who goes next.

Alternatively, each side takes turns to activate a side, and the commander of each side decides which of his commands will be activated this time

Personal logo Extra Crispy Sponsoring Member of TMP14 Nov 2021 9:09 a.m. PST

We play a number of the games in this series in our club as many as 6 player per side. Regardless of the rules we stick with IGOUGO and modify rules such that every unit gets a try to activate. Works very well.

Oh, and I usually add a new activation for triple movement. The movement is so slow for a big table you really just end up with a bunch of 1 on 1 games side by side.

The activation is the same as movement. You get to move triple speed, but lose an extra pip on defense (so in LR your armor is one point worse).

This lets players reinforce each other or take advantage of breakthroughs.

jwebster Supporting Member of TMP14 Nov 2021 9:16 a.m. PST

We used card activation

However, if your first activation fails, you lose your entire turn, and that has a negative effect on the fun level for a multi player game. So some sort of a re-roll for first unit, or first unit automatically passes activation helps keep people engaged

John

advocate14 Nov 2021 11:06 a.m. PST

Extra Crispy, I like the sound of those modifications.
I ran a series of games for the club, but generally with a maximum of four players on a single table.

Personal logo Wolfshanza Supporting Member of TMP15 Nov 2021 12:02 a.m. PST

We've had games with 4 or 5 players and it's worked ok. We modified unit activation to be the same as TMWWBK.

lionheartrjc15 Nov 2021 7:47 a.m. PST

We tend to have two teams and each player within a team acts simultaneously. Each player has their own leader figure and units in their command.

We play a rule that failing to activate a move order doesn't end your turn but failing shooting or attack orders does.

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