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Multiplayer Rules

 

Multiplayer Rules

Free For All

1. Seats are chosen at random and the order of turns is clockwise from the beginning player.

2. The player who begins does not skip his or her first draw phase.

3. When a player is eliminated from the game, the following steps must be taken:
    I. All of that player's cards are removed from play, except outer regions and locations in outer regions.
    II. If any other player had ships located in the eliminated player’s home region, he or she must withdraw them.

Optional Variations

Range:
A range of one means that you may warp only into the regions of the players sitting next to you. A range of two extends your reach to two seats on either side.

Predator & Prey: The player to your left is your prey; you get a reward when your prey is eliminated. The player to your right is your predator. Once you have eliminated your prey, the next player in line becomes your prey.

Eliminating your prey: When the prey is eliminated, the predator takes the prey's starbase and adds it to his own as a starbase structure with income +2. Then the predator draws 2 cards.


Alliance Play

Alliance Play is a team-based multiplayer format.

1. Each alliance has one turn where all the members of the alliance have to go through the phases and steps together.

2. Priority within the alliance goes from left to right, with each member making as many plays as he wishes before passing priority. Priority is passed around until no player wants to make any more plays.

3. Members of an alliance may speak to each other, gesture, whisper and communicate in any way they want about the game and their strategies.

4. Each alliance has only one home region, where each member has one starbase.

5. Although each player has a starbase, their total shield values are combined during the resolution step of a battle in their region.

6. Players may not share their ISK with alliance members.

7. Players may warp into friendly regions controlled by other players and stay there. This is not considered an attack and control of the region does not change hands.

8. Ships with the trade command may trade in all friendly regions.
 







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