Duo-Quad Rules

General outline

The following rules are meant to be used for games where two teams contend against each other, teams consisting of two players each. One team will consist of you and your partner; the other team (your opponents) of your hazard player and your partner's hazard player. Play proceeds as in Standard Games, except where these rules contradict Standard Rules. In the Duo-Quad format you share the victory with your partner.

1. Victory Conditions 2. The Cards and Decks 3. Getting Ready to Play 4. Playing and Drawing Cards

1. Victory Conditions:
The marshalling point conditions for playing a Sudden Call card or calling the Free Council are based on marshalling points acquired by you and your partner. For the 1-deck game this is 38 MP's, the 2 deck games is 45 Marshalling Points and the 3-deck game is 65 Marshalling Points. When Sudden Call is played, or the Free Council is called, every other player at the table gets one more turn. Marshalling Points only double (for your opponents) if both you and your partner lack MP's in a certain category and vice versa.
(note, this makes specialization in decks possible, if not essential).

2. The Cards and Decks
A. A Wizard player may place any Wizards into his sideboard, as long as only one Wizard is duplicated in the play deck and sideboard combined, and no more than three copies of the duplicated Wizard are in the play deck and sideboard combined.
B. The sideboard size for each game is increased by five cards.
C. You may exchange a Wizard card in your hand for one in your sideboard, providing that another player has revealed the Wizard that is in your hand.
D. You may not halve the hazard limit for your opponent's companies to access your sideboard for hazards.

3. Getting Ready to Play
A. At the beginning of the game, each player rolls two dice. The highest roll, rerolling any ties, goes first, the player who rolled highest in the opposing team goes second, the remaining player of the team who went first goes third and fourth the remaining player in the team who went second.
B. Each player may use a pool of 25 characters.
C. When both teams are of the same alignment or when one of the teams is playing the Fallen-Wizard alignment a character draft is used. Each player rolls two dice, with the highest roll going first. Second, the player who rolled highest in the opposing team goes, third the remaining player of the team who went first and fourth the remaining player in the team who went second.
D. An exception for the character draft is made when both teams play the Fallen-Wizard alignment. When both teams declare to play the same Fallen-Wizards(e.g. both teams play Fallen Pallando and Fallen Saruman) one player from each team rolls two dice, with the team rolling highest, playing the Fallen-Wizards they declared. The other team then swap their first Fallen-Wizard decks for their substitute Fallen-Wizard decks. When both teams have declared their Fallen-Wizards and only one Fallen-Wizard proves to be duplicated, both teams(one player) roll two dice and the team with the highest roll may play their Fallen-Wizard. The other team may now replace the duplicated Fallen-Wizard(deck) with a substitute deck (even if it's his partners substitute deck).
E. To determine who is your hazard player, the player who may start the first turn chooses his hazard player from the opposing team. This is subsequently the player you play hazards on. Your partner plays hazards on the remaining opponent and vice versa.

4. Playing and Drawing Cards
A. During your long-event phase only remove long-events that were played on your last turn, not long-events that were played on other players' turns.
B. When a player enters his movement hazard phase your hazard limit is set. When your hazard player is done playing hazards, check the hazard limit. If fewer hazards have been played than the hazard limit, play of hazards passes. Your partner's hazard player becomes the new current hazard player and the remaining hazard limit for that company lowers by one. In other words, passing the play of hazards to your partner's hazard player counts as playing a hazard against the hazard limit. The play of hazards stops when the hazard limit is reached or when the hazard player is done playing hazards.
C. Only the current hazard player and the moving player may play cards, including cards such as Twilight. As an exception to this rule, any player may play Twilight to protect an environment that he has played previously.
D. You may play a Marvels Told/Voices of Malice during your own turn on a hazard non-environment permanent or long event that has been played on (a character of) your partner.
E. When playing cards like The White Council/The Black Council 'you' are you plus your partner and 'your opponent' is the person you play hazards on plus his partner. (You share the victory, MP's, as much as possible with your partner.)
F. When you are at the same site as your one of your partners companies you may transfer one item from your partners company to your own company duringyour site phase. Both characters, the receiving one and the giving one, must make a corruption check. Tap the receiving character if not tapped already. This does not tap the site.
G. Also, at the Free Council, one of your characters may tap to support a character of one of your partners companies for a corruption check (if at the same site).
H. As for the length of a one-deck Duo-Quad Tournament game I advise 1 1/2 hours, and 2 hours for a two-deck game. Also for maximum play in small tournaments you can ask participants to sign up ASAP and have them 'reserve' a certain Ringwraith, Wizard or Fallen-Wizard(especially Fallen-Wizard). If this requirement is implemented, each participant will be able to think and work out their first and best strategy. I would recommend this especially (only) for Fallen-Wizards, relieving them of the burden of constructing a substitute decks.

This document copyright 1998 by Daniel Spronk. Non commercial use is permitted by I.C.E. and Daniel Spronk, and each of them, so long as proper attribution is made as to authorship and the copyright is included. Commercial use is strictly prohibited without a signed agreement by all parties involved. The name 'Duo-Quad' is used with acknowledgement to Spif Fountain.

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