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A. Multiplayer Rules
B. Anthony's System-Wide Battle Rules
A. Multiplayer Rules
B. Anthony's System-Wide Battle Rules
A. Multiplayer Rules
A. Multiplayer Rules- Developed by : Annie Bladen, Anthony Forthoffer, Miguel Ramirez, Meghin Shelton, Jordon Stout, and James Wylder.
Rules fuction the same as Comprehensive Rules V 1.5 unless contradicted below.
1. All players play cards at a different angle to signify which player controlls which card. (ie, players are sitting at a square table, players 1 and 2 facing each other, and players 3 and 4 facing each other. 1 and 2's cards will be mirrors of each other's facing, and will be perpindicular to 3 and 4's.)
2. Drain targets all players, and is equal to the energy symbols on the opponant's side of each location you control divided by 2, rounded down.
3. Energy production is equal to that of all sites in play, (plus one as normal) divided by 2, rounded up.
4. A player may only initiate combat against one other player at a time, though they may fight multiple opponants in the same round.
(Alternate Version: Some players prefer to play dividing the energy production and/or drain by the the total number of players minus one)
Rules fuction the same as Comprehensive Rules V 1.5 unless contradicted below.
1. All players play cards at a different angle to signify which player controlls which card. (ie, players are sitting at a square table, players 1 and 2 facing each other, and players 3 and 4 facing each other. 1 and 2's cards will be mirrors of each other's facing, and will be perpindicular to 3 and 4's.)
2. Drain targets all players, and is equal to the energy symbols on the opponant's side of each location you control divided by 2, rounded down.
3. Energy production is equal to that of all sites in play, (plus one as normal) divided by 2, rounded up.
4. A player may only initiate combat against one other player at a time, though they may fight multiple opponants in the same round.
(Alternate Version: Some players prefer to play dividing the energy production and/or drain by the the total number of players minus one)
B. Anthony's System-Wide Battle Rules
B. Anthony's System Wide Battle Rules- Developed by Annie Bladen, Anthony Forthoffer, Miguel Ramirez, Meghin Shelton, Jordon Stout, and James Wylder.
Rules fuction the same as Comprehensive Rules V 1.5 unless contradicted below.
Setup
1. Players play with decks of even sizes, it doesn't matter if it is above sixty as long as all decks are even.
2. No decks may contain any locations, except encampments, which may not be played as regular locations, only as an encampment under a location already in play.
3. This game requires a large play space, such as a very large table, several tables moved together, or maybe just a very clean floor. Unlike regular WARS, players make a "board" by laying out one of every location they have a copy of in play, with sites put next to sectors they are located on, in an order from the "sun" (represented by a flipped over wars card) then Mercury, Venus, Earth and Luna, Gongen and Phobos, a string of "Belt" locations to represent the asteroid belt, etc, till finally last chance station is placed at the end of the "solar system" of cards. The board can vary according to player taste, but it should mirror the real solar system in major planet order and what planet moons are by.
4. Each player choose one sector and site that are RELATED. These become their home locations, they may play cards on their home locations without counting support icons. After a player has a played a Character, Vehicle, NoBot, or Ship there, they may only play cards without counting support icons on that home location if there is a Character, Vehicle, NoBot, or Ship belonging to that player already there. This ability may turn on and off.
5. The Board should be divided into "sectors of travel." it costs one energy per sector to move. The Sectors should be: 1. From the Sun to the edge of the belt. 2. the belt. 3. the rest of the solar system 4. Last chance station
(Example: Jack is moving his Luna Garrison Fighter from Earth to Gongen. This costs him 1 energy because he is moving between 1 sector. If he decides to move to the belt, that would be 2 energy. From Earth to Titan would be 3 energy, and Earth to Last Chance Station would be 4 energy.)
Gameplay
6. Each player rotates in turns like in normal WARS, but there is no draining. Effects on cards that occur during the Control step may still occur however.
7. Players only generate energy and support icons on locations they have a Character, Vehicle, NoBot, or Ship. Support icons are ignored on that player's home location, and they still generate energy when there is no card presence there.
8. Players may not play units on locations they do not already have a presence, they must instead move their units from one location to the next. Scouts and Infiltrators may be played at locations where there is no presence.
This game format can take a long time- best with many players and some snacks.
(Alternate rules- Can be played with drain. In this varient drain is done only on locations players controll, with total drain divided by 2.
Rules fuction the same as Comprehensive Rules V 1.5 unless contradicted below.
Setup
1. Players play with decks of even sizes, it doesn't matter if it is above sixty as long as all decks are even.
2. No decks may contain any locations, except encampments, which may not be played as regular locations, only as an encampment under a location already in play.
3. This game requires a large play space, such as a very large table, several tables moved together, or maybe just a very clean floor. Unlike regular WARS, players make a "board" by laying out one of every location they have a copy of in play, with sites put next to sectors they are located on, in an order from the "sun" (represented by a flipped over wars card) then Mercury, Venus, Earth and Luna, Gongen and Phobos, a string of "Belt" locations to represent the asteroid belt, etc, till finally last chance station is placed at the end of the "solar system" of cards. The board can vary according to player taste, but it should mirror the real solar system in major planet order and what planet moons are by.
4. Each player choose one sector and site that are RELATED. These become their home locations, they may play cards on their home locations without counting support icons. After a player has a played a Character, Vehicle, NoBot, or Ship there, they may only play cards without counting support icons on that home location if there is a Character, Vehicle, NoBot, or Ship belonging to that player already there. This ability may turn on and off.
5. The Board should be divided into "sectors of travel." it costs one energy per sector to move. The Sectors should be: 1. From the Sun to the edge of the belt. 2. the belt. 3. the rest of the solar system 4. Last chance station
(Example: Jack is moving his Luna Garrison Fighter from Earth to Gongen. This costs him 1 energy because he is moving between 1 sector. If he decides to move to the belt, that would be 2 energy. From Earth to Titan would be 3 energy, and Earth to Last Chance Station would be 4 energy.)
Gameplay
6. Each player rotates in turns like in normal WARS, but there is no draining. Effects on cards that occur during the Control step may still occur however.
7. Players only generate energy and support icons on locations they have a Character, Vehicle, NoBot, or Ship. Support icons are ignored on that player's home location, and they still generate energy when there is no card presence there.
8. Players may not play units on locations they do not already have a presence, they must instead move their units from one location to the next. Scouts and Infiltrators may be played at locations where there is no presence.
This game format can take a long time- best with many players and some snacks.
(Alternate rules- Can be played with drain. In this varient drain is done only on locations players controll, with total drain divided by 2.