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Council of Elrond • View topic - 380-Turn Sequence

380-Turn Sequence

Moderator: FATE Development

380-Turn Sequence

Postby dirhaval » Sat Aug 24, 2013 10:21 pm

NOTE

I am developing a turn sequence for FATE. It will be a logistical nightmare for 40 people
knowing who to play against each turn. So I made up a unique method to determine the resource and hazard players.
Each player will know at the beginning of the game who and when another player
will be their hazard player. This knowledge will allow tailoring of hazards to be
devastating with the timely sideboard of cards.

The main goal of this Turn Sequence is to allow the facing of each of the other
players. Each player has a unique hazard strategy. It will take 19 turns to face
each player once. I think that facing the same four players as hazard players
will be too devastating for the resource players.


Here it is:

There will be 5 Divisions containing all 40 players.
The enrollments of the Divisions are:

Northern Waste: Alatar, Evermist, Dain II, Thorin II
Eriador: Gandalf, Elrond, Cirdan, Balin
Wilderland: Radagast, Galadriel, Thranduil, Thrain II
South: Pallando, Valdacli, Guild, Imrahil
Mordor: Saruman, Denethor, RhunLord, Theoden


Example
The following is an example to determine the order of the resource and hazard players.
Each turn has 8 mini-turns. Each mini-turn has a resource and hazard Group and each Group will be determined immediately after determining the Divisions. There are 4 Groups (hero+ minion) each turn. The cast for the Groups will shift every four turns. Each Group has 8 players (two from four of the Divisions).

Turn 1

mini-turn 1 of 10
The five heroes are the resource players. They go simultaneously. The five minions will be the
main hazard (HP) player for the specific heroes (Durlach for Elves, Galadriel for Khamûl, etc…).
One hero and one minion (of the five Groups) from each Division will play simultaneously. The following 5 pairs are from a different Division. Below is Group 1 for Turns 1-4; it has two players from each Division facing each other.


Gandalf Necromancer
Saruman Ren
Alatar Demons
Pallando Akhôrahil
Radagast Mouth

The sitting arrangement will have the Divisions facing each other for the first 4 turns.
I like for the resource player to have the potential to face his main hazard player every turn.
As of now, the main hazard opponent will be the second HP when facing another Division.
This means with four HPs, one player from another Division will not be involved. This is a quark
of the turn sequence, but it is the best I can do as of now.

In this example, (HP = hazard player) and Gandalf will face the Northern Waste Division first.

Gandalf first HP is Demons.
second HP is Necromancer,
third HP is Durlach, and
fourth HP is Smaug.
Throkmaw is the odd-player out of this turn sequence. We can add Throkmaw as the 5th HP, but
will the hazard limit be passed that far? May be. The hazard limit will not be decreased when it is
passed; as mentioned in some multi-player rules.

All the RP in the same Division across from Gandalf: Elrond, Cirdan, Balin
will be having tea during this mini-turn.
There will be a potential for up to 25 players taking action for each mini-turn.


mini-turn 2 of 8 will then go to Group 2 of heroes.
mini-turns 3 and 4 will follow the same pattern with Group 3 and Group 4
mini-turn 5 will be Group 1 (4 minions) as stated above (i.e. Necromancer, Ren) as the
resource players facing the heroes of the Northern Waste Division. Playing another division
early in the game allows "safer" play to get the game going quickly.

mini-turns 6-8 will be the rest of the minions.

Turn 2 will have the heroes go in mini-turns 1-4 and minions during mini-turns 5-8.
For mini-turn 1, Group 2 will go.
For mini-turn 2, Group 3 will go.
For mini-turn 3, Group 4 will go.
For mini-turn 4, Group 1 will go. This time for Gandalf.

Gandalf first HP is Durlach,
second HP is Necromancer, and
third HP is Smaug, and
fourth HP is Throkmaw.

Follow the same pattern for the minions in mini-turns 5-8. Remember to switch up the
HP for Groups 2-4 during every mini-turn.


Turn 3 is like Turn 2 with the Groups being the same.
For mini-turn 1, Group 3 will go.
For mini-turn 2, Group 4 will go.
For mini-turn 3, Group 1 will go.

Gandalf first HP is Smaug,
second HP is Necromancer, and
third HP is Throkmaw
fourth HP is Demons.

For mini-turn 4, Group 4 will go.
Follow the same pattern for the minions in mini-turns 5-8.

Turn 4

For mini-turn 1, Group 4 will go.
For mini-turn 2, Group 1 will go.

Saruman main HP is Throkmaw,
second HP is Necromancer, and
third HP is Demons
fourth HP is Durlach.

For mini-turn 3, Group 2 will go.
For mini-turn 4, Group 3 will go.

Follow the same pattern for the minions in mini-turns 5-8.

Turns 5-8 will be Eriador Division facing the Mordor Division.
Turns 9-12 will be Eriador Division facing the South Division.
Turns 13-16 will be Eriador Division facing the Wilderland Division.
Turns 17-20 will be Eriador Division facing itself. This is expected to be the climax. Don't you want
to face your main hazard opponent with many hazard permanent events in play, which are targeted just for you?

E N W S M
Eriador Northern Waste Wilderland South Mordor
Gandalf Alatar Radagast Pallando Saruman
Elrond Elves Thranduil Imrahil Theoden
Cirdan Thorin Thrain Valdacli Denethor
Balin Dain Galadriel Guild Rhun


OFF-DIVISION HAZARD PLAYERS.
As of now in this explanation a player has the potential to face each hazard player 4x in 20 turns. To allow your own Main Hazard Player to face you this will be done: Turns 5-16 will be identical to Turns 1-4 (still exchanging the Divisions), but the second hazard player will always be your Main Hazard Player.

This mechanism will potentially allow your Main Hazard Player place hazards on you every turn.
Below is a matrix of hazard players. E=Eriador, M = Mordor, N = Northern Waste, S= South, W=Wilderland.

E1=GANDALF's Main Hazard Opponent
1 N1 E1 N2 N3 1stHP-N1.Demons, 2ndHP-Necromancer, 3rdHP-N2.Durlach,4thHP-N3.Smaug......N4.Throkmaw
2 N2 E1 N3 N4
3 N3 E1 N4 N1
4 N4 E1 N1 N2
5 M1 E1 M2 M3
6 M2 E1 M3 M4
7 M3 E1 M4 M1
8 M4 E1 M1 M2
9 S1 E1 S2 S3
10 S2 E1 S3 S4
11 S3 E1 S4 S1
12 S4 E1 S1 S2
13 W1 E1 W2 W3
14 W2 E1 W3 W4
15 W3 E1 W4 W1
16 W4 E1 W1 W2
17 E1 E2 E3 E4
18 E2 E3 E4 E1
19 E3 E4 E1 E2
20 E4 E1 E2 E3

If a hazard player passes the hazard limit to the next HP, then the hazard limit will not decrease. This passing of the hazard limit will be common due to many hazard players not playing hazards. A sun-land player cannot play Sand-drake on Thorin II in Forochel. This means that your main hazard player may by default be ready to play hazards on you often. The placement of your main hazard player as the second HP during turns 1-16 is not concrete. I might move that player to the 3rd or 4th HP.

This sequence is simpler for 32 players. If you don't want the Court of Ardor elves then play FATE32 instead of FATE40.
The turn sequence has now been determined. The physical sitting arrangement will now be discussed, which is a problem unto itself.



With 32 players the sitting arrangement was quite simple. Just place desks of four across from another row of four desks.
Then when a Division faces a new Division, just physically lift the playing board for a player and move to a new desk.
When a new Turn starts, just rotate in that group of four.
Oh dear. Now we have the second HP always being the main hazard player. The difference is that the main hazard player
will be relocating physically desks more often during the game.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 380-Turn Sequence

Postby dirhaval » Sat Dec 20, 2014 7:14 pm

Each Turn will have a specific name for enjoyment purposes. These names align
with Frodo's quest.

1-Bag End
2-Bywater
3-Brandy Hall
4-Willow Dingle
5-Tom's House
6-Barrow-Downs
7-Bree
8-Weathertop
9-Last Bridge
10-Rivendell
11-Rivendell
12-Ost-en-edhil
13-Moria
14-Dimrill Dale
15-Lorien
16-Lorien
17-Amon Hen
18-Dead Marshes
19-Henneth Annun
20-Shelob's Lair
21-Cirith Ungol
22-Durthang
23-Mount Doom
24-Bag End
----------------------
Then the Power Deck Turns have names too.
25-Agent
26-Umit
27-Undead
28-Man
29-Orc
30-Dwarf
31-Troll
32-Elf
33-Balrog
34-Dunedain
35-Dragon
36-Spawn
37-Ringwraith
38-Wizard
39-The One Ring
40-Hobbit
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 380-Turn Sequence

Postby dirhaval » Mon Apr 20, 2015 12:28 am

The hazard limit will not be decreased by one if the second player does not play a hazard
and/or when the third player does not play a hazard. Before, each hazard player change reduced the HL by one.

Now for example,
hazard limit of 5.

HP1 with HL5: plays one hazard,

HP2 with HL3: plays no hazards,

HP3 with HL3: plays one hazard,

HP4 with HL1: plays one hazard.

Before, only HP1 and HP3 would play a hazard. This helps squatting companies face a hazard from HP3 if HP1 & HP2 do not play hazards.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 380-Turn Sequence

Postby dirhaval » Mon Jun 22, 2015 9:39 pm

This post is about permanent and long-events affecting other players.

This needs to be simple.
When a resource player plays a permanent/long event the event only
applies to his Division, unless the event is listed in the "global" card list.
That global list has yet to be made.
If the event has a condition requiring Gates of Morning and all
Divisions has Gates of Morning in play, then the condition is global.
And Twilight/Doors of Night will only affect the Gates of Morning in that Division
with "global" Gates of Morning.

Example.
Cirdan plays Star of High Hope with Gates of Morning.
Only the Hero players in Cirdan's Division are affected by this.
But that same turn a Hero Player in each other Division plays Gates of Morning.
Then Star of High Hope becomes global.
Then Dwar plays Doors of Night against the Gates of Morning in his Mordor Division. Act
as though the Mordor Division is self-contained and only discard that Division's resource environment events.
Star of High Hope will no longer be global.

The same idea is applied to Doors of Night and hazards.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 380-Turn Sequence

Postby dirhaval » Mon Jun 22, 2015 9:50 pm

Be aware as I am about the timing of the cards play. I got myself confused earlier about this timing.

Do not worry about how Cirdan's Star of High Hope will affect Elrond (both in Eriador Division)
since both players will not be playing resources at the same time. Four players of different alignments will
be the resource player simultaneously, not all four from the same division.
However, if a global condition is activated then it will immediately do so.

A caution I have is a player purposefully delaying his resource turn hoping another resource player
can play a card to help him such as playing that fourth Gates of Morning for another player's Star
of High Hope to be used by this delaying player. It is possible, but if such a thing happens then
this delaying player is admitting he is not a good player or has a poor deck that he needs help
from others in this manner. The game will be long and mentally-challenging, so I expect players
to be engrossed in his own group of 8 to avoid acting like that. Yes, there will be viewable
screens available and hopefully a helper to inform him on the status of other players.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 380-Turn Sequence

Postby dirhaval » Mon Jun 22, 2015 10:06 pm

This post explains the duties of a player in terms of his attention during the game.

Each player each turn will be a first hazard player, a 2nd, a third, and a fourth hazard player
each to a different player. This seems to force a player to always be giving attention
away from his own strategy. But let me examine the duties of each player.

There are eight mini-turns per turn.
Turn 1 mini 1 or
T11 play as fourth hazard player
T12 play as third hazard player
T13 play as first hazard player
T14 play as second hazard player
T15 no duties; review your own situation
T16 play as resource player
T17 no duties; review your own division
T18 no duties; review all other players' situations and events in play

Keep in mind though I have yet to exactly map the turns out such as maybe one mini-turn a player
is a third hazard player for a player, and the second hazard player for his main opponent during the same turn.
Then one turn the player does nothing. If this is the case, then whenever he is required to play a hazard will be his
priority and the other two players will just wait until this hazard player is available.

I will try to map the turn sequence to not have this happened. It cannot happen if I stick to the idea of the wizards will
be the first resource players to go each turn. But I do not like that idea. I need to put the time to map out
exactly every step for every turn to know for sure.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am


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