I am talking about the old ccg
When i was getting into l5r in the earily 2010s, I am curious why 4 way was not popular. There was cards that even supported it. I think it would really help in the politic aspect in the game.
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When i was getting into l5r in the earily 2010s, I am curious why 4 way was not popular. There was cards that even supported it. I think it would really help in the politic aspect in the game.
I am talking about the old ccg
Thanks for the clarification. I assumed you meant costumes orgies.
Because the games tended to be a recurring cycle of "everyone attack whomever is closest to winning".
Unless you really balanced the decks/environment, and the players or teams, it just wasn't that much fun.
Isn't that just game threoy? In mtg commander, if everyone know 1 player is going to pull off their win con , everyone is going go try stp them. While I am not an expert in the old ccg, I know compared to mtg, there isn't as much explosive plays like wraths or big swings so I can see you point, particularly to honor rushing decks
Multiplayer (3 or 4 or more players) used to be bigger when the game was new and everyone was just learning it, but there stopped being nearly any mutliplayer-only cards after the first couple of years of sets, and the 1 on 1 tournament scene really became the dominant thing. Mulitplayer was still a way to play casually and for new players to cut their teeth in a lower-stress environment, but the veterans mostly concentrated on 1 on 1.
You may recall, in 2011, they tried to bring multiplayer back with a slight twist, with the "War of Honor" set. It featured regular decks, but there was a Victory-Point based "track" on which to win, as well as hexagonal tiles that gave additional abilities and whose placement determined whom you could attack.
War of Honor wasn't supported long, and in 2014 (and 2015, the last year of the game's life), they released asymmetrical multiplayer sets called "Siege" (Siege: Heart of Darkness and Siege: Clan War), where 3 or more players (with fairly regular decks) would play co-op against a fourth (or more-th) "evil" player whose deck was special and unique to the set, while racing against a special separate "clock" deck.
Very interesting, I didn't know about the tiles. Basically sounds like the game at a high level just wasn't fun on a multiplayer setting.
I never felt like there was a casual crowd near the end but I didn't travel much back then.
If you played with a fixed/controlled card pool, multiplayer was decent to okay, at least early on.
Just play average decks, with some meta choices, and people can have a good time. Or two teams, etc.
Where there some cards that were strong specifically in multiplayer?
Breach of Etiquette springs to mind.
😅 so if three force decks where in a 4 way, each can bully the honor player with -15 honor in a round for basically just 1 lost of card advantage
A single Breach also hits every player who has the highest Honor if they're tied.
true, its a lot of value.
A friend of mine was single-handedly responsible for breaking War of Honor the one year it was run at GenCon (got Asako Karachu banned from the format)