Redemption® Card Game > Redemption® Official Rules

Team Play Official Rules

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ReyZen:
Per Rob's indication that team rules shall be based off Nats09 rules, I hereby paraphrase:

All players use a standard Type-1 deck. Players sit alternating between the two teams around the table. Teammates may discuss their strategy openly. Standard T1 multiplayer game rules apply with the following exceptions:

TEAMS share a common Land of Bondage, Land of Redemption and Fortress cards. The rest of the cards are unique to each player (GCs, ECs, artifact pile, draw pile, discard pile, hand) and are treated like a standard T1 game. Since the Land of Redemption is shared, a TEAM wins as soon as the total number of Lost Souls rescued by both players on a TEAM is 5.

The "intro-prep phase" is used, which allows all players to put down characters, warrior-class and territory-class enhancements, fortresses, sites (and put LSs in them), and artifacts out of their original draw-8 before the first turn.  The "2nd player draw" rule is also used meaning that only the first player to take a turn does not draw three cards to start their turn.  This actually makes it a real choice for the player who draws the most Lost Souls whether to play first or pick someone on the opposing team.

When the current player makes a rescue attempt, the opponent to their left has the choice to block or to "pass the block" to their teammate.

Cards may be put into fortresses by either player on a TEAM during their turn, and removed from a fortress by either player on a TEAM during their turn.  This allows passing of characters (through KotW and Goshen) and enhancements (through Storehouse).  It also allows limited shared control of artifacts (ie. in a temple).  Because fortresses are shared, their abilities also affect both people on a TEAM (ie. protecting a civilization).

Teammates may NOT play enhancements on each other's characters.

Only 1 of each dominant may be played by a TEAM.  When they are played they are given to the other TEAM to put into their LOR to remember which have already been played (they do not count as redeemed souls, of course) until the end of the game.  Extra dominants may be discarded (ie. to kill CoM), but may not be played.  Doubt is also able to be played straight into battle (instead of territory), but does not prohibit adding another EC to battle as well.

Lost Souls: LSs may be placed in sites by either player on a TEAM during their turn.

Definitions: "your" means that the card is owned by you or your teammate, and controlled by you or your teammate. "opponent's" and "opponents'" and "opponent" all mean either player on opposing TEAM.


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PLEASE LET ME KNOW IF THERE'S ANYTHING TO ADD OR TO DELETE.

GODBLESS.

faithraider:
Roy,

        There is also an "Advanced Teams Format"  that differs slightly from this format which we call the " standard" format.   In the Advanced format, there are 2 key differences:

#1   Players have separated everything except Land of Redemption;
#2   Players CAN play enhancements on their partners characters with permission and following the rules of initiative.   This allows for less confusion more consistency for teaching and deck building and the tournament directors can tailor the format to their local players needs and desires.

       We want to stress to the TD's that enough advanced advertising be done to let players know and prepare for which format is to be employed.  

Thanks for all your investment into our community.

John
Beast form the East

Cameron the Conqueror:
In this "advanced" format, there isn't a shared Land of Bondage?  So, do all the rules of passing the block not apply in this "format"?

faithraider:

You would play it exactly like a regular redemption game.  You need to provide the initial character to either rescue or block and then you could band to your partners character right through Wall O Protection.  You can also use the Darkness for aid as well.


John

mjwolfe:
I wanted to make a point about the differences between the two formats for hosts to consider when deciding what to do at their tournament. The standard format makes it easier for players to form teams at the tournament without having prepared their decks to work together ahead of time. If their decks don't use the same brigades and strategies it doesn't provide as large a benefit to the other team since each teammate has almost the same chance of winning a battle or block as they might when playing their own deck in Type-1.

In the advanced format that is mentioned here, a team that had to form at the tournament and only had their standard Type-1 decks is at a pretty large disadvantage to a team that coordinated theirs ahead of time. The team with matching brigades would have twice the card pool to use in every rescue or block because they can use enhancements from both player's hands while their opponents couldn't because their brigades don't match.

If a host has all of the same players formed into the same teams at every tournament, then it might not matter to them which format is used. But if a bunch of independent Type-1 players want to form teams just for that particular tournament, the standard format would seem to give a much more level playing field to all of the teams.

Mike

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