Sunday, 31 July 2022

Playing multi-player Silver Bayonet: a guide and proposed rules

Silver Bayonet has become popular with our gaming group. For us, it represents a very refined version of the game mechanics started in Frostgrave, further developed in Stargrave and the second iteration of Frostgrave, before landing on something really special with Silver Bayonet.

While Joseph McCullough (the author) deserves all of the praise for the rules that have been written, like all wargamers, we are want to stretch them even further. Inevitably for any gaming group, there is often an odd number of players keen to play a game. And while it can be really beneficial to have one person rolling dice and running the monsters (especially in those scenarios with a lot of monsters, like the Changeling one), that's just not quite as much fun!

It's a troll. Fighting a Sapper. Next to a creepy tree.

Do we need to explain why we love this game any more than this one photo?

Our group has come up with some house rules for adapting the scenarios in the book to account for three or four players. We have been using them for a while now and feel that they are balanced enough to test with you, the wider public.

Playing multi-player games of Silver Bayonet

When playing multi-player games, we use the standard 3x3 table, and deploy either in the corners of the table or as a triangle of three players with two in the corners of one edge and the third in the centre of the opposite edge.

There are some changes that we make to the rules to help the game flow, which are split into two aspects:
  1. Changes to Initiative order
  2. Changes to Scenarios (Monsters, Clue Markers etc)

Changes to Initiative order

The core mechanic for Silver Bayonet operates on an initiative order. The split balances the 'I go, you go' as well as adding in the interactions with monsters. With more players the Initiative order needs a bit more balance to make sure everyone (including the monsters!) gets a fair shot. This is probably the piece we have put the most balance work into:

In a 1 vs 1 scenario, the Initiative order is:
  • Half of Player 1's models
  • Monster Phase
  • All of Player 2's models
  • Half of Player 1's models
This is the normal scenario, as per the rulebook.

For a 1 vs 1 vs 1 scenario, the Initiative order is:
  • Half of Player 1's models
  • Monster Phase
  • Half of Player 2's models
  • All of Player 3's models
  • Half of Player 2's models
  • Half of Player 1's models
So in this case, Player 1 gets the advantage of going first, and last. Player 2 gets a chance to react before one other player, before Player 3 gets the advantage of all going at the same time. The Monsters still go early - but it's only Player 1 who gets the ability to dodge before the Monster turn.

For a 1 vs 1 vs 1 vs 1 scenario, the Initiative order is:

  • Half of Player 1's models
  • Monster Phase (all monsters activate)
  • Half of Player 2's models
  • Half of Player 3's models
  • Half of Player 4's models
  • Monster Phase (all monsters activate)
  • Half of Player 4's models
  • Half of Player 3's models
  • Half of Player 2's models
  • Half of Player 1's models
The change here is that there is a second Monster Phase. This allows the Monsters to be a more active part of the game, rather than just having to sit there and take the abuse from four separate enemy units! All of the players have split activations.

Changes to Scenarios (Monsters, Clue Markers etc)

The second aspect that we have decided to change for playing multi-player scenarios is the number of monsters on the table. We don't do this in every scenario, mind you. Some of them like Scenario 3 (Troll Bridge), Scenario 5 (Sunken Treasure), Scenario 6 (The Haunted Ruins) actually work just fine as they are - and part of that is how powerful the monster is in each of those scenarios!

But for something like Scenario 1 (The Investigation), a single Hobgoblin isn't really up to too much! 

But what about clue markers then?
To increase the number of monsters, it often requires an increase in the number of clue markers on table. This can have a good result - it decreases the likelihood of the "important" thing being drawn while increasing the likelihood of something horrible turning up. However sometimes scarcer resources make for tougher fights so having fewer clue markers might make for a more brutal game where everyone is really on the clock to get the clue markers and find a win. 
 
Playing a multiplayer game might also mean you need to alter the location of some of the clue markers to make sure they are fairly distributed for each player but it will depend on the scenario. When working out where your deployment zones are, adjust the clue locations where you need to.

Our amendments for each of the scenarios (both clues and monsters) are: 

Scenario 1: The Investigation
A single Hobgoblin isn't good enough when you have multiple enemies. So, increase the number of clue markers by one for each additional player. For each additional clue marker you add, add another Ace to the card set, which will mean another Hobgoblin to place on table.

This means that the number of Hobgoblins in the scenario should increase by 1 for each additional player added.

Scenario 2: The Revenants
Increase the number of clue markers by one for each additional player. For each additional clue marker you add, add another King or Queen to the card set, which will mean both another Revenant starts on table (on the clue marker) and another Revenant potentially comes out from exploring clue markers.

This means that the number of Revenants in the scenario should increase by 2 for each additional player added.

Scenario 3: Troll Bridge
I mean, it's a single bridge, with a single troll. Why would you mess with natural perfection?

Scenario 4: Confirmed Kill
Increase the number of Goblins starting on table by one for each additional player, but don't adjust any of the other aspects of the scenario. We have found the Goblins more than troublesome enough, especially as the others come on from random board edges!

This means that the number of Goblins in the scenario should increase by 1 for each additional player added.

Scenario 5: Sunken Treasure
Oh gods the Black Dog.

Don't make it worse, it's already bad enough. And with that many Monster Dice on table, it is FOR SURE going to mess with everyone.

I mean, I said the Troll was natural perfection. So does that make the Black Dog supernatural perfection?

Scenario 6: The Haunted Ruins
Ghosts are terrifying. Both in a rules sense and in a Soul Shear has made everyone mad kind of sense.

The only adjustment to this scenario is to always have the Ghost revealed on the Ace, regardless of whether the Ghost had been revealed or not. This means that it's quite likely to have two ghosts floating through walls and terrifying everyone.

Yay?

Scenario 7: Last Stand
Increase the number of Bandits starting on table by two for each additional player and add two further cards to the "I'm totally not a changeling" card stack. This has the benefit of both increasing the amount of firepower that the Monsters have, making them a bit more resilient, but also making it less likely to find the Changeling, meaning that all of the players need to do a bunch more Bandit hunting.

This means that the number of Bandits in the scenario should increase by 2 for each additional player added.

Scenario 8: Loup Garou Suprise
Increase the number of Werewolves arriving on table by one for each additional player. For three players, the three werewolves will arrive directly opposite the players, so that they don't start immediately behind any of the players. For four players, the werewolves should start in the corners of the table, with the Dark Wolves instead starting in the middle of each table edge. 

This means that the number of Werewolves in the scenario should increase by 1 for each additional player added.

Scenario 9: Infested Monastery
This scenario is tied to the Towers, so increase the number of Towers by one per additional player. This increases the number of clue markers by 2 per additional tower, and the number of Bandits by 1 per additional tower. When adding additional cards to the card set, choose red cards - these have no effect. This increases the onus on the players to do more exploration as it increases the likelihood of them finding nothing of worth!

This means that the number of Bandits in the scenario should increase by 1 for each additional player added.

Scenario 10: Ship in the Fog
This is probably the least well suited to a multiplayer game. Our advice would be to keep this one for a 1 v 1 scenario or get a much much bigger boat!

So in short.....


So that's it, let us know if we have it right, wrong or any further suggestions for us to take!

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