tag:blogger.com,1999:blog-5479847193762153273.post8735158807498789040..comments2024-03-11T02:32:15.295-04:00Comments on Goblin Artisans: Three-Headed In-FightingUnknownnoreply@blogger.comBlogger7125tag:blogger.com,1999:blog-5479847193762153273.post-38357644045275405512020-01-18T07:20:16.973-05:002020-01-18T07:20:16.973-05:00("War on two fronts", "King in the ...("War on two fronts", "King in the middle"....)DagDhttps://www.blogger.com/profile/14279095624082622934noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-24774797647076509652020-01-18T07:15:38.410-05:002020-01-18T07:15:38.410-05:00Had fun playing around a fun tactic... each playe...Had fun playing around a fun tactic... each player draws 9 instead of 7 cards and has 30 life points. After you attack player a, you cannot attack player A again until you have attacked player b. Makes for some amazing outcomes and strategy.DagDhttps://www.blogger.com/profile/14279095624082622934noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-30575163136725303792017-06-30T09:47:05.250-04:002017-06-30T09:47:05.250-04:00Yeah, Three-Headed In-Fighting really isn't op...Yeah, Three-Headed In-Fighting really isn't optimized to handle alt-win or alt-loss conditions. That said, it's workable: If a card says a player wins, the game ends and they win; If a card says a player loses (<a rel="nofollow">Door to Nothingness</a>), that players is out, and the game continues as a duel, with each player keeping the lower of their two life totals (or the average, if you love math). The draw solution is elegant too, for exactly the reason you stated.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-71633942999097411182017-06-28T18:17:32.719-04:002017-06-28T18:17:32.719-04:00Wow, this seems like a great alternative to the us...Wow, this seems like a great alternative to the usual king-making that goes on in 3- player games. <br /><br />How do you think this sort of format would handle alt-loss conditions? Alt-wins are easy; you win. Poison counters likewise seems easy enough; each of your life totals accumulates the poison counters instead of you. But something like drawing from an empty library (Or a backfiring Pact, etc...) isn't so straightforward.<br /><br />I suppose you could just declare such games a draw with the hope of discouraging decks from being built with alt-loss conditions in mind.Anonymoushttps://www.blogger.com/profile/03041592169003969361noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-78210184651391394052016-11-30T17:14:25.550-05:002016-11-30T17:14:25.550-05:00Admitting 100% that I have not playtested this at ...Admitting 100% that I have not playtested this at all, and I'd want to try it both ways, my intention was that yes, if you take a turn off from attacking it clears your aggro or whatever.Tommy Occhipintihttps://www.blogger.com/profile/13495646355536064735noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-23446167475626829172016-11-30T14:29:55.627-05:002016-11-30T14:29:55.627-05:00It's a sensible space.
And it definitely does ...It's a sensible space.<br />And it definitely does encourage blocking and reward evasion.<br />Hmm, I'm now vaguely remembering that you had to tap to block, thus limiting each creature to one block per round. Not sure that really happened, but it might help.<br /><br />In your proposed tweak, can I attack through you this turn, choose not to attack next turn, and then attack through you again the turn after that?Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-42090688925442719592016-11-30T11:24:27.454-05:002016-11-30T11:24:27.454-05:00I am kind of stunned that I invented basically the...I am kind of stunned that I invented basically the same format for playing 3 player Magic (we did life payments and life gain a little differently). The biggest problem I find with this format is that it discourages attacking so strongly because when two players can block it is hard to get profitable attacks and evasion becomes incredibly important. <br /><br />I've considered a change for this where when you attack, you specify which of your opponents you are attacking "through" and only that player can block, with the proviso that you can't attack through the same player two turns in a row. I haven't tried that out yet, though!Tommy Occhipintihttps://www.blogger.com/profile/13495646355536064735noreply@blogger.com