Hi,
I'm totaly new in game and I tryed to search about a draft rule for Malifaux, for have a pool and pick on them, but don't found that and try to make this viable and need advice from experimented players.
I know it's not Lore/fluff ! That's for solve a probelm I have with this game as I have nobody who know this game around me in France and the community seem so small.
So I was on found a solution for play this game and seem a draft sytem can be a key. maybe it can be a different way to play also for others and try plenty minis they never play.
what I want to do is this :
¤ A pool with minis of different factions with :
- X Masters, where X is number of players +2
- X henchamn, where X is number of players x2
- X enforcers, where X is number of players x2+2
- X minions/peons, where X is number of players x3
for 2 players = 20 minis in the pool, for 4 players = 36
¤ format 25SS (for be abble to play tag play too without change)
- only one master / player (henchman hardcore sound nice, but I want be abble to play masters too)
- master cost is 10 - cache
- a player must have at least 4 minis and a maximum of 5
- no mercenary uppercost
- you can cast but you can never have more than 5 on the ground, if for a reason you have more the less old is exiled in instant. (giving a way to use caster)
- strategy is turf war like in henchmen hardcore
- schemes are sames than henchmen hardcore + the two of GC17 wich are always in the pool in GC17
- Close deplyment in 1 vs 1, and aleatory between close deployment and corner deployment if it's a 2vs2.
¤ Draft rules
- you make piles of minis cars by master / henchman / minions / peon, schuffle them by group and draw the number above.
- you settup the pool by master / henchman / enforcers / minions / peon on the table
- each player flip a fate deck card to know who begin, reflip if eguality between concerned
- players look at the pool and each team can ban one minis for counter an imba combo/synergy
- players draft 1 minis by 1, alternatively (player 1 take one, player 2 take one, player 2 take one, player 1 take one, player 1 take one ....)
- if it's a team game, you draft in Z ( player A team 1, player A team 2, player B team team 1, player B team 2 for fist turn. and in reverse for second turn, B team 2, B team 1, A team 2, A team 1, and back like first turn)
- they must begin by the master
- in no way they can go upper than 25SS, if you have SS left they go in cache.
- masters add cache too
- if you haven't 4 minis and can't buy to have 4, the oponnent select one mini (expect master), remove it and you regain the SS to spend for have at least 4 minis
same rules as malifaux for play. if you have a master giving something to his faction, that work only for a mini which is his faction in his team (or tag team)
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I know problems must be around masters casters or like collodi, but I think that let them viable. maybe the number of minis in pool is a few large than need, but was for try make all viable.
I'm really interested if you see issues, something better to do.
another time, it's not fluff, you will have a master from one faction, minis from plenty (or strategicly try have some in same faction of your master, if this is more interesting, depending the pool)
that for help players know the game without they buy, giving one starting vision, and always be able to play it without have one player mastering a team and the other beginer suffer all the game.
and in another way, that will give me a way to buy some fantastic minis in others factions than I project to be
sorry for my english if that hurt yours eyes (what I can understand)