I'm about to start multiplayer Destiny games in my game group. We're normally 3 sometimes 4.
However, in my experience games like Destiny tend to end up with most players just ganking out 1 player at a time.
I really like what Game of Thrones Second Edition did to address that. By letting all players pick a role at the start of the turn. Each role came with an advantage, as well as a support (one you couldn't attack) and Rivals.
I was wondering if that could be transferred to Destiny without breaking the game too much.
So i came up with below.
Basic idea is, in 3-4 player game. At the start you shuffle all 6 cards. Remove 2 at random. The active player goes first at pick his role and pass the remaining card on the the next player. After all picked, roles are revealed and any effect on them are resolved.
A role support another role. You cannot attack a role you support (but are still allowed to die manipulate ect). Each role also come with 2 rivals. You have a slight bonus when attacking a rival.
5 Cards are having support and rivals. The 6'th (Council of the Sith) does not, but have a powerfull effect.
To some degree i expect this to prevent all out gank on the same player. What do you guys think? Are the effects on the cards too gamebreaking. Are some way more powerfull that the others?
Council of the Sith
Reaction: Once per round when a die resolves showing damage (range or melee), redirect that damage to another character of your choice
Support: The Senate
Rivals: Master of Schemes, The Grand Admiral
When choosing this card place one shield on a character you control
Rival effect: Once per round when a character you control are resolving die showing damage die (range or melee) against a rival, gain 1 shield for that character
Support: Master of Schemes
Rivals: The Grand Admiral, The Advisor
When choosing this card, you may draw up to 6 cards instead of 5
Rival effect: Once per round when a character you control are resolving a die showing damage die (range or melee) against a rival, return a support card controlled by that player that cost 2 resources or less to that players hand
The Grand admiral
Support: Master of Schemes
Rivals: The Advisor, Jedi Council
When choosing this card, you may deal 1 unblocable damage to a character
Rival effect: Once per round when a character you control are resolving a die showing damage (range or melee) against a rival, increase it's value by 1
Master of Schemes
Support: The Advisor
Rivals: Jedi Council, The Senate
When choosing this card, each opponent discard 1 card from their deck
Rival effect: Once per round when a character you control are resolving a die showing damage (range or melee) against a rival, discard a card at random for that players hand
Support: Jedi Council
Rivals: The Grand Admiral, Master of Schemes
When choosing this card, you gain 1 ressource
Rival effect: Once per round when a character you control are resolving a die showing damage (range or melee) against a rival, turn a die controlled by that player to a side of your choice
Just short on the roles:
Council of the Sith represent the Dark side of the Force, and that the Sith work in the shadows pulling the strings (like in the movie). Hence no support/rivals.
Jedi Council represent jedi. They protect the people and support the The Senate (afterall the power should be with the people).
The Senate represent the politicians. They know stuff (so extra card). Politicians also know how to sway people to their will, thus they are able to change the support the other player has (thus return a support card to the hand).
The Grand Admiral represent the military. He gets to deal out damage and can make his attack slight stronger against a rival. He support the Master of Schemes.
The Master of Schemes represent all behind closed, the stuff going on in the shadow. Like Prince Xixor. The Master of Schemes know all the secrets, and thus he discard card from player decks, and reveal his rivals secrets by discard card from their hand.
Finally there's the advisor. The advisor always know what to do. He is a valuable resource for all leaders. Thus he provide and extra resource and when he attacks a rival, perhaps the advice he gives is not always in your advantage - hence he can turn an die to any side controlled by the rival.