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Paranoia - 3 Player M3E Scenerio


Khyodee

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I'm sure at some point you were ready to play some Malifaux, but you had three players that all want to play....time to play some Paranoia!

SCORING: Paranoia works like traditional malifaux scoring, but uses a unique strategy and one unique scheme.

  • STRATEGY - TURF BATTLE: At end each of each turn (starting on the second turn), the player with the most models within 8" of the center point of the table gains 1VP. Masters count as three models for the purposes of scoring this strategy.
  • SCHEME - DEATH BY A THOUSAND CUTS: At the beginning of the game, secretly choose an enemy Leader.
    • REVEAL: At the end of the turn, if you dealt damage to the master you noted and it has not been killed yet, you may reveal this scheme and score 1VP.
    • END: At the end of the game, if one of your models killed the noted master on the last turn of the game, gain 1VP.
  • SCHEME - DELIVER A MESSAGE: This scheme works the same as described in the M3E core rulebook.
  • NOTE: When picking schemes, you must choose different masters.

 

CREW BUILDING: Crew building for all three players is as follows.

  • NOTE: No summoning. All abilities, actions, and effects that summon a model are ignored.
  • Each player secretly chooses a master/henchman leader and all a revealed at the same time
  • Each player gains the master and its totem at no cost.
  • Each player gains 15ss to spend one models and upgrades.
  • Each player gains a cache of 5ss + any leftover SS from crew building.

 

DEPLOYMENT: Deploying crews works as follows. 

  • All players flip a card for deployment. If any player tied in score, lock in the placement of non-tied player and have the tied player reflip.
  • The highest card choose if they want to deploy 1st, 2nd, or 3rd. The second highest card then choose from the remaining deployment times when they wish to deploy.
  • The first player to deploy chooses their deployment zone and immediately deploys.
  • The second player to deploy chooses their deployment zone and immediately deploys.
    • If the first player deployed in the "center box", you must choose a corner box on the opposite side
    • If the first player deployed in a "corner box" and you wish to deploy in the "center box", you must deploy on the opposite side of the first players deployment.
  • The third player must deploy in the only deployment zone left.

Deployment_zpsugzd7n22.jpg

 

START OF TURN: Initiative and pass tokens work as follows.

  • All players flip a card. If any player tied in score, lock in the card of non-tied player and have the tied players reflip. The higher card of the reflip is considered to be the original flip value +1 and the other reflipping player keeps their original flip value.
  • Starting with the lowest flip, players may cheat initiative.
  • After cheating pass tokens are added to flips to determine the final order. If any players tied, lock in the non-tied players position and have the tied player reflip and cheat once again.
  • Once the first, second, and third place initiative values are determined, the first player may choose who goes first and the second player may choose who goes second (aka if activation order is clockwise or counter-clockwise).
  • PASS TOKENS. Each players compares their model count to the player with the highest total models and gains pass tokens based on the difference in models.

 

The game then plays as you would play a normal game of Malifaux.

 

 

 

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3 hours ago, Khyodee said:

All players flip a card. If any player tied in score, lock in the card of non-tied player and have the tied players reflip. The higher card of the reflip is considered to be the original flip value +1 and the other reflipping player keeps their original flip value.

This doesn't work as specified.  Because:

  1. Player A flips an 8.
  2. Player B and Player C flip 7's.  Player B and Player C reflip and now Player C has an 8.

I assume what you meant is that the player that wins the tie reflip is considered to have a higher initiative value than the other player, by an arbitrary and unimportant amount which doesn't change the comparison with the other player.

---

Note:  If you're doing three or four player (or more) scenarios, you probably want to amend Simultaneous Effects to "2.  The remaining players resolve their effects in initiative order, as described above" or something similar, especially for the end phase effect resolution.

Otherwise the player that wins initiative gets way too much say in how effects are resolved between the other two players.

 

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On 1/20/2020 at 7:17 PM, solkan said:

I assume what you meant is that the player that wins the tie reflip is considered to have a higher initiative value than the other player, by an arbitrary and unimportant amount which doesn't change the comparison with the other player.

Correct, the concept is easy to understand, but tricky to word without confusion.

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  • 1 month later...

Tried Paranoia for the first time last night. Had heaps of fun. 

Toni Ironsides, Mouse, The captain, Mannequin 

VS

Brewmaster, Wesley, popcorn Turner, moon shinobi. 

VS

Parker, doc mitchel, Sue, Johan creedy. 

 

What happens if two (or more) players have an equal amount of models within 8 of the center? Do they both get a point, or neither? 

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  • 1 year later...

Played our first game with this mode, a few things appeared tho, using viktoria chambers crews :

each master counting for 3 at the center is a bit too good when your master has a twin, and the scheme mentions having to choose different masters too... we think both would benefit from being tweaked. Like only leaders and not masters counting as 3 characters for center control, and having to pick from different players crews for your scheme (turns it less 2vs1 if players decide that nominating both victorias is easier)

 

Also, shouldn't we tweak friendly fire when player A shoots a melee involving player B & C but not A ?

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On 1/20/2020 at 3:25 PM, Khyodee said:

NOTE: No summoning. All abilities, actions, and effects that summon a model are ignored.

I'm a fan of Myranda and her shapeshifting - She doesn't summon but replaces herself with others. As well as the Effigy of Fate and various other models among the factions. Are you considering "replace" as a "summoning effect"?

@JemmyVonJude

Quote

Also, shouldn't we tweak friendly fire when player A shoots a melee involving player B & C but not A ?

If I am "A",  shooting at B or C when B and C is engaged there isn't friendly fire; they are both enemies in the encounter. At least how we've handled it in our games.

Edited by AskM3L8r
phrasing
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