Variants for Crimson Company

By: Dennis B. B. Taylor

Variant Rules for Crimson Company

Hello there! I’m here to tell you about some exciting new ways to play the game Crimson Company. If you’re a fan of strategy games, then you’ll love these variant rules. They add a fresh twist to the game and bring even more excitement to your gaming experience. So, let’s dive in and explore these new rules together!

1. Drafting

When it’s time to build your deck, instead of the usual method, we can try something different called drafting. This means that each player takes turns selecting cards from a common pool. You’ll have to consider which cards will work best with your strategy and make sure to choose wisely. It adds an extra layer of strategic decision-making and makes each game unique.

2. Multicolor Decks

In the original rules, you were limited to building your deck with cards of a single color. But why not spice things up by allowing multicolor decks? With this variant, you can include cards from different colors in your deck, opening up new possibilities and combinations. It adds an element of surprise and allows for more creative deck building.

3. Event Cards

Get ready for some unexpected twists and turns with event cards. These special cards have unique effects that can shake up the game. They might change the rules, give you an advantage, or even hinder your opponents. Holding an event card in your hand can give you that edge you need to turn the tide of the game. Make sure to use them wisely and at the perfect moment!

4. Team Play

Are you in the mood for some cooperative gameplay? Then team play is just the thing for you. You can now form teams and work together with your partner to defeat the opposing team. Coordinate your strategies, share resources, and help each other out. It’s a whole new level of camaraderie and adds an exciting dynamic to the game.

5. Solo Challenges

If you prefer to play alone, we’ve got you covered too! Solo challenges are a great way to test your skills and see how well you can do on your own. Take on different scenarios and try to achieve specific objectives. It’s a fun and challenging way to play Crimson Company when you’re flying solo.

6. Tournament Mode

For those who enjoy a competitive environment, tournament mode is perfect. Gather your friends and organize a tournament to determine the ultimate Crimson Company champion. Follow a structured format, play multiple games, and see who comes out on top. It’s a thrilling experience and a chance to showcase your strategic prowess.

I hope you enjoyed learning about these variant rules for Crimson Company. Whether you try one or all of them, they’re sure to add excitement and a new dimension to your gaming sessions. So gather your friends, set up the game, and let the fun begin!

Note: You need two versions of Crimson Company to play this variant! In this 2-versus-2 version, each team takes control of one side of the board. All cards on the same side are shared between both members of the team. But don’t worry, you still have your own separate stash of coins.

Get Ready & Aim

  • Lay down 5 regular castle cards (also known as lanes) between the two teams.
  • Shuffle the two decks of character cards from both versions together to create one deck of 60 cards.
  • Combine the coins from both game boxes and make one big supply of coins.
  • The offer stays the same as in the regular game: 4 characters are available to choose from at a time. You can see the next card on top of the deck.

The goal is simple – conquer 3 of those castles to win the game.

Note: If you want to play a shorter match, simply lay out 3 instead of 5 castles. In this case, the first team to conquer 2 castles wins.

Turn Order & Starting Coins

To determine the starting player, we’ll choose someone randomly and give them the active player marker. The turns will then rotate between both teams (Team A and Team B) and between the players within each team. Here’s the turn order:

Player 1 (Team A), Player 1 (Team B), Player 2 (Team A), Player 2 (Team B), and so on.

Now let’s talk about the starting coins. Each player will receive a different amount of coins at the beginning of the match. The starting player gets 1 coin, the second player gets 2 coins, the third player gets 3 coins, and the fourth player gets 4 coins.

Phases

The phases of the game, which are Income, Recruitment, Deployment, and Score, remain mostly the same as in the regular game. However, I’ll provide some further explanations:

    I’d like to share some important information about the game rules and card clarifications for your understanding. Let me break it down for you.

    First, let’s talk about the game rules:

    – Each player takes turns bidding on a card using their own coins.

    – The opposing team’s players can individually match a bid but cannot combine their coins.

    – Income effects on your team’s cards trigger during every Income phase for both you and your teammate.

    – Recruitment effects apply to all players on the team that owns the card.

    Now, let’s clarify a few things about specific cards:

    – The “Beggar” card allows the player who plays it to choose a player from the opposing team as the target.

    – The “Sellsword” card enables the team that owns it to select one player who can pay coins to strengthen the card during the Score phase.

    – The “Siren” card requires both players from the opposing team to decide together which cards to move.

    I hope these clarifications help you understand the game better. Have fun playing!

    The Thief Card: A Sneaky Move

    The Thief card in Crimson Company is a powerful card that can change the game dynamics. When playing this card, you get to choose a player from the opposing team as the target of the effect. This means you can steal a valuable card from your opponent, potentially shifting the balance of power in your favor.

    Variant: Free for All (3-6 Players)

    Note: To play this variant, you will need multiple versions of Crimson Company:

    • For a 3-player game, you need 2 boxes
    • For a 4-player game, you need 3 boxes
    • For a 5-player game, you need 4 boxes
    • For a 6-player game, you need 4 boxes

    In the free-for-all variant of the game, 3-6 players engage in a fierce battle against each other. The competition becomes even more intense as you have to strategize and consider every other player’s situation. Your decisions about which cards to auction off to the group will be crucial in determining your success.

    Setup & Goal

    When we play this game, we sit in a circle around the table. Each player has two lanes on their left and two lanes on their right. It’s like a castle card sandwich! So, we have a complete battlefield.

    To start the game, we need to prepare. We take out the Bard card and put all the character cards together to create one deck. Then, we combine all the coins into one big supply. Now we’re ready to go!

    Just like in the regular game, we have four characters available at a time. We can see the next card on top of the deck, so we know what’s coming. Each player starts with the same amount of coins as there are players.

    The goal of the game is to conquer two castles. You can either take one castle on your left front and one on your right front, or you can conquer two castles on the same front.

    Now, let’s talk about the turn order. It’s important to know who goes when.

    Let’s start by choosing a starting player and giving them the active player marker. Then, we’ll take turns going around the table in clockwise order, moving the marker to the next player.

    The Phases

    The Income, Deployment, and Score phases will remain the same as in the regular game. However, the Recruitment phase will have some changes:

    1. The active player will pick a card from the offer and announce their choice.
    2. All other players will then bid for the selected card. They’ll secretly decide how many coins they want to bid by holding them in one hand and reveal their bids simultaneously.
    3. The highest bid will determine the price of the card. If there is a tie, the player closest to the active player in clockwise order will be considered the sole highest bidder.
    4. Now, the active player has to make a decision:

      • If you want a card that’s up for auction, you can bid the same amount of coins as the highest bidder to take it. Everyone else keeps their coins.
      • If you don’t want to bid, you can pass. The highest bidder pays the bank and takes the card. Everyone else keeps their coins.

      Need Some Clarity?

      • You can move between lanes on the same front or between fronts.
      • Card effects affect all lanes unless it’s specified otherwise.

      Welcome to the World of Fortune Telling

      Are you ready to dive into the mystical realm of fortune telling? Let me introduce you to some key aspects of this fascinating world. Let’s start with the Fortune Teller card.

      • The Fortune Teller card allows you to choose the next card from the top of the deck. This is especially handy when you want to determine which card will be up for auction.
      • When it comes to cards like the Beggar or the Illusionist, which directly affect opponents, the player in the same lane as the targeted opponent is considered the one being affected.
      • During the bidding process, it’s wise to keep your coins hidden to avoid giving away any hints about your bid. However, the number of coins you have is generally public information and should be shared if requested.

      That covers the essential rules of fortune telling. But there’s more! Let’s take a look at optional placements.

      • After you win the game by conquering two castles, you have the option to keep playing for other rankings, like 2nd or 3rd place.
      • To keep playing, all you need to do is remove the cards of the winner from the game. Then, take the two lanes on either side of the winner and combine them to create a new set of two lanes between the neighbors on the left and right. You continue playing until there is a new winner, and so on.
      • If there is only one lane left on the left side and one on the right side of the winner, those two lanes are merged together. This means that the cards that have already been played now face each other. The second lane of the new set remains empty (see example below).

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