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Learning the Rules ||
Optional Rules ||
House Rules ||
Multi-player Mordheim
ollowing are some personal hints on how to best use the rules in Mordheim.
Everyone who studied the rulebook will have noticed that there are a bunch of
basic rules, and quite a few exceptions and special situations. Make sure you
retrieve the FAQ (html) and Q&A (pdf format) from the Games Workshop
website.
y main piece of advice here is: try not to simplify the rules; simplify
the game instead. For your first games you don't want to be (too much)
overwhelmed by its complexity. However, these first battles tend to stick into
your memory, and if you play it wrong, it will affect your future game-play. So
don't make mess of the rules, instead use a simplified scenario where only a
limited portion of the rules will apply. Following is a staged approach,
which I think will get you into the game quickly and easily. Move onto the next
stage whenever you are comfortable with the rules covered up to that point.
1. First battle(s):
Start with individual battles, simply exploring characters and game-play.
Don't use any missile weapons, armour or magic ability, and only weapons that
cost 5gc or less; avoid terrain and fear-causing creatures. Mercenary warbands
are nice to explore the game; maybe take small warbands at first, say 200gc.
This will cover the basic close combat rules:
- charging and initiative
- to-hit, to-wound and injury
- knocked-down, stunned, out-of-action
- routing
2. Complex close combat and shooting
Include armour, any weapons, and common missile weapons (no guns or pistols).
This will make the game quite a bit more of difficult, covering almost all
common aspects of combat:
- limitations in arming warriors (2-handed weapons, difficult to use)
- first strike and strike last
- weapon strength modifiers
- armour saves
- basic rules for shooting
3. Psychology, magic, terrain and experience
Include fear-causing creatures (maybe just as props), a single magic spell
per warband, and start collecting experience. Pay special attention to all
psychology rules (if you haven't before). Add buildings etc:
- fear-tests, all-alone tests
- climbing and jumping
- magic
- post-battle sequence
4. Mordheim
After that, you're ready for the full game, and may start thinking about
optional rules.
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ome optional rules can be found in the back of the rulebook, and many many
more in the Town Crier magazine. They should only be used in consent with your
opponent(s). A limited set of optional rules can bring extra flavor to the game,
and including new ones every now and then may offer a welcome change. However,
too much will slow down the game and cause confusion among players.
I recommend the optional rules included in the back of the rulebook. They are
quite fun, and add only little complexity:
- special critical hits charts: offers varying result for critical
hits, depending on the type of weapon used; the occasional critical hit
becomes an attraction and hardly slows down the game if you keep a copy of the
charts nearby
- escaping combat: offers a (risky) chance of escaping an opponent
that is too powerful or an annoying brat trying to tie you up
- rewards of the Shadowlord: an exciting but unpredictable advance
option for cultists
- mounted warriors: introduces easy rules for riding mounts;
simplistic, yet quit nice
- blackpowder misfires: makes guns and pistols a real danger, as they
are in the Mordheim setting, and not only to the intended target! Some
reduction in cost is appropriate
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oads of other optional rules, house-rules, alternative settings, equipment,
warriors and warbands can be found on fan-sites. A lot depends on personal
taste: realism, adventurous spirit, influence of other games,... My advice is
to become familiar with the official rules first, before introducing
house-rules. The rules in the rulebook, appended by the FAQ and Q&A, are
most commonly used after all, and many poor house-rules originate from a
misunderstanding the rules. It will take many a game to fully comprehend all its
aspects and possibilities. Once you fully understand the rules, introducing
some house-rules may well be warranted. You can use them to streamline play to
your game-group's liking, to compensate for some unrealistic facets or to
prevent beardy play.
Some examples where house-rules might be in order:
- shooting into close-combat, which is not allowed by standard rules
- forbid certain combinations of weapons; e.g. 2 spears, 2 steel whips
- introduce realism, like allowing giant rats to climb, which animals in
general cannot do
- etc...
You may want to consult the Town Crier magazine and fan sites first to see if
good house-rules already exist, saving you the trouble of compiling and
play-testing your own.
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laying Mordheim with more than 2 players requires only few adaptations of
the rules. Main concern is who is involved in each phases of a turn. Following
are two possibilities to deal with this, each with a very different impact on
game-play. You and your group may devise another system to better suit your
taste.
Multi-player arrangement 1
In the movement phase, you cannot charge a warrior who is already fighting
another opponent. If you happen to engage an enemy in close combat with another
opponent in any other way, keep 1" away instead. The shooting phase is the
same. In the close combat phase, only the warriors of the current player
(whose turn it is) - and the enemy warriors in close combat with them - fight.
Note that each warrior can be engaged by enemies from a single opposing player
only.
Multi-player arrangement 2 (aggressive)
The recovery and movement phase stay the same, so you can charge any
opponent. In the shooting phase, you can target any warriors in close combat
as long as no allies are involved; many randomize the shot's target (though I
dislike this solution). In close combat, again only your warriors fight, and
their opponents fight back. Note that all parties may be involved in a single
close combat this way! Resolve using the classical rules: first strike, charged,
initiative,... (this may seem weird at first, as players may be striking in an
alternating fashion). Note how this arrangement favors close combat over
shooting and magic, as each warrior may have an opportunity to fight in every
close combat phase, but can shoot only in his own turn.
Note that these arrangements are not 100% complete: additional rules for
intercepting charges etc. are needed. The post battle sequence remains the same
for every player. When 4 (or more) warbands are involved, you may choose to
ally warbands, 2 warbands working together to fight the 2 other, instead of
having one big chaotic clash. If only 3 players are involved, games may become
awkward sometimes, as 2 of the warbands become entangled in close combat, and
the third one decides to stand and watch, just waiting until one of them routs.
Some might prefer a system where the third player (taking turns) acts like a
game-master instead, playing characters defending objectives etc.
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