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Tips for Playing Multiplayer in Disney Lorcana

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Have you tried Multiplayer games in Lorcana yet? I've logged a couple and so far I have mixed feelings about it. Honestly, it's a magnification of the trepidations I have with the multiplayer format for most TCG games. Basically, it boils down to the value of good deck-building versus the value of table politics. I fall on the side of the former while I know many players thrive in the later. So today I've decided to give you my two cents on this format.

Deck Construction

If you know you are heading into a multiplayer format, be aware that many decks will fall short of their normal design. Grabbing up the freshest deck list from some crazy writer you like may not work when looking at multiple targets and multiple threats. In a head-to-head game you can measure the game state and decide if you have the leverage to challenge or in some cases when you are forced to challenge. While in multiplayer you must be careful not to exert to remove one threat only to be exposed to a different player's challenge. In many games you can sit comfortably knowing that your opponent will be forced to commit two characters to remove your one primary lore gainer. However, in multiplayer two opponents can form a quick alliance and our leverage is lost in a 1 for 1 for 1.

Let's do some card comparisons:

In the early game both of these cards are very similar in effect. However, Triton's Decree is superior in Multiplayer for one key phrase; "each opponent". In the late game, Ba-Boom! gains an advantage, not for its play, but for it being inkable. The same effect happens when comparing Cursed Merfolk - Ursula's Handiwork and Flynn Rider - Cunning Rogue. It should be noted that Madam Medusa - The Boss pales to Lady Tremaine - Imperious Queen in Multiplayer while in head-to-head they are pretty equal in most situations. Last week I mentioned Diablo - Devoted Herald while talking about the Shift mechanic. Effects like this, that occur on each opponent's turn become extreme in the Multiplayer environment. I am sure that's the only reason why he costs so much (insert sarcasm here). Beware of blindly going with the search engine. See if you notice the difference between these.

Read the Table

Have you ever heard the phrase "Read the Room?" It means that you should know your audience and then make sure to fit the expected norms of that group. In Multiplayer Locana, you must consistently keep track of who has the best board state and who is gaining or stands to gain the most lore. Especially, when the game gets close to 20. Don't be timid, either. If an opponent is near victory and you need help from others to stop him just say "he has 20 next turn if we don't do anything". This will cause teamwork without committing to an alliance. Same goes for power cards. If an opponent plays the above-mentioned Diablo, I just say, "who's going to kill it?" or "That needs to go soon" and typically the table becomes focused on the threat. Of course, you can't call out others just because. We have a regular that will always say how powerful a card is when it isn't from his hand. Most of us have learned to tune him out realizing he is just getting us to do his dirty work.

Be Honest and Specific

I know we call it Politics but that doesn't mean you have to act like our Political leaders. One thing that I find valuable is to always deal directly and honestly when table talking. First, if you form an alliance, make it a deal with limitations. "If you don't challenge me I won't Zeus you next turn." This is a good statement. It allows you to quest with your weaker character and allows your new partner to devote his resources elsewhere for the turn. Hopefully, toward someone else at the table. Also, he commits first so you're not out on a limb if he reneges. Of course, you are implying you have And Then Along Came Zeus in hand. This also requires consistency, so they truly believe you have Zeus ready. We have a phrase in my playgroup that is used often. "You touched my stuff," meaning I wouldn't have made that play against you if you hadn't come at me first. For the honest and consistent, this often delays the first counterplay against them in the future. But the liars only get their stuff touched faster in the next shuffling.

Play the Totem-Pole

At all times the board state can be ranked. Realize where you are in this hierarchy. If you're #1 you need to know that you only fear is the pairing of #2 and #3 against you. Make sure #3 understands that if that battle ensues it probably isn't good for her. Sure, you'll be neutralized but #2 will just walk away with the win. Of course, if you're #3, you are hoping that #1 and #2 will clash to the point that you will be the last man standing. The more players involved the crazier the mixes can get. The thing that always bothers me is when #2 knocks down #3 because he "can" meanwhile allowing #1 to only grow stronger.

Snake in the Grass?

I have a difficult time playing this strategy. The concept is just like the phrase that's been in use since 37 b.c. The idea is to be friendly and non-threatening early. Then, like a poisonous snake that blends in the high grass, you strike in surprise. Sometimes it pays in multiplayer games to intentionally hold your deck back. At the start of the game everyone is looking to see who the primary threat will be. That person often becomes a target and stays a target well after they have lost their potential to win. For this strategy, we want to avoid that target for as long as possible. While everyone who plays against me likes making me the target no matter what, I did build a deck that would naturally play in this direction.

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Learn from the Highlander

Lastly, always know this. It's a game, only a game, not personal, but there "can be only one" winner.

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