Has anyone else thought of the potential of Consul vs Consul, or even Hero vs Hero games? The simplicity of this game's system really lends itself to them I feel. CvC would be a bit limited right now, but I can see it growing as do the number of minions and denizens available do.
Consul vs Consul
A fellow Boss in the Consul's vast army has been encroaching your stage lately. Time to show him whos level it really is!
The goal of a CvC game is to wipe out the opposing team's warrens OR take out their boss if it has spawned.
With the current loadout of minions I would split it two Kobold warrens per player and allowing them one of each of the dragon denizens as well. When more expansions come out it would probably work out something like 3 points worth of warrens can be selected (in this example Kobolds are worth 2 since they come in a pair, Egg Clutch is worth 1). It could probably work out with a similar 8-bit, 16-bit, SUPER! system once we have more minions and denizens to work with. You'd also select one mini-boss. As far as selecting a boss goes I'm not too certain how to best handle bosses right now since there's only one.
For tile selection again, each player selects one per warren, as well as puts a treasure chest on each that are only accessible by the opposing team.
Place your minis, roll for initiative and play as per standard game rules. Sides alternate activating 4 skulls worth of monsters (if one side has more they just activate the rest on their last turn). Advance the power track as per usual, skull tokens gained may be used either their normal way to increase the number of spawns OR traded in for a loot card (draw loot cards equal to the # of warrens left in play for your side, keep 1). Once you reach 16-bit both sides gain the ability to spawn minibosses and at SUPER! out comes the bosses for a final showdown. Once bosses are up I'm inclined to say that the double boss activation while warrens are up rule should be replaced with monsters still being able to spawn from warrens. I feel that that would keep the games pace quick.
Loot and treasure are equipped directly to a minion/denizen's card and effects all monsters of that type in play. Loot and treasure can't be equipped to a mini-boss or boss. Due to the short lifespan of monsters Ressurection charms can't be used and should be removed from the loot deck before hand.
I'm not sure if I'm missing anything, it all sorta seems pretty straight forward to me. I'm quite open to ideas, comments and critisims of this mode of gameplay! I'd love to hear a CMON or SPM oppinion on the potential of an official set of CvC rules.
Consul vs Consul
A fellow Boss in the Consul's vast army has been encroaching your stage lately. Time to show him whos level it really is!
The goal of a CvC game is to wipe out the opposing team's warrens OR take out their boss if it has spawned.
With the current loadout of minions I would split it two Kobold warrens per player and allowing them one of each of the dragon denizens as well. When more expansions come out it would probably work out something like 3 points worth of warrens can be selected (in this example Kobolds are worth 2 since they come in a pair, Egg Clutch is worth 1). It could probably work out with a similar 8-bit, 16-bit, SUPER! system once we have more minions and denizens to work with. You'd also select one mini-boss. As far as selecting a boss goes I'm not too certain how to best handle bosses right now since there's only one.
For tile selection again, each player selects one per warren, as well as puts a treasure chest on each that are only accessible by the opposing team.
Place your minis, roll for initiative and play as per standard game rules. Sides alternate activating 4 skulls worth of monsters (if one side has more they just activate the rest on their last turn). Advance the power track as per usual, skull tokens gained may be used either their normal way to increase the number of spawns OR traded in for a loot card (draw loot cards equal to the # of warrens left in play for your side, keep 1). Once you reach 16-bit both sides gain the ability to spawn minibosses and at SUPER! out comes the bosses for a final showdown. Once bosses are up I'm inclined to say that the double boss activation while warrens are up rule should be replaced with monsters still being able to spawn from warrens. I feel that that would keep the games pace quick.
Loot and treasure are equipped directly to a minion/denizen's card and effects all monsters of that type in play. Loot and treasure can't be equipped to a mini-boss or boss. Due to the short lifespan of monsters Ressurection charms can't be used and should be removed from the loot deck before hand.
I'm not sure if I'm missing anything, it all sorta seems pretty straight forward to me. I'm quite open to ideas, comments and critisims of this mode of gameplay! I'd love to hear a CMON or SPM oppinion on the potential of an official set of CvC rules.