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Playing with 8 to 10 Players
Arkham Horror - scaling math still works for 9 players.
Silver Tower - I now have two stripped sets with two sets of my tokens for the monsters, plus one full set of tokens that includes all the expansion heroes. So I am thinking about a team vs team setup with four players on each team plus a DM. Each team will pass through an identical set of rooms with identical encounters, though in random order, before clashing over a treasure in a final room that connects both sides.
Psycho Raiders - In theory, this scales up to 12, but some of the townsfolk may not come into play until very late in the game.
Nuclear War - this came can easily handle up to ten players, but the pace can be sluggish with a mostly inexperienced group.
Wiz-War - my print & play set scales up to 12 players, but the one time that I played with six players ran somewhat long.
Strange Synergy - Though designed for up to six players (though only components for four), I scaled my set up to nine. It's Capture the Flag with small teams of superheroes.
Star Wars Epic Duels - I played this once before with ten players, and the game ran overly long at 2.5 hours. The maps in the box are very crowded with that many players, but a bigger map would shift the balance of the game more to guys with ranged attacks, like Stormtroopers.
Slasher Flick - Revenge of the Boogeyman - this lost classic from Fantasy Gamer #1 can potentially handle 14 players, but realistically that number drops to 8 or 9 by the second half of the game, due to character deaths.
My own unpublished Lords of Amber & Chaos - This game was designed from the start to handle up to ten players, and ten players will burn through the card deck more quickly than the minimum four players.
Ideally, I think that a big game should have minimal down time, some player interaction, and maybe some player elimination if not too early in the game. I think that team versus team games can be good for a large group, because the people on each team will work together and there will be conflict with the opposing team(s).
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But not realistic I know, but had to throw it out there.
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My larger go to games are:
Captain Sonar (for 8)
Two Rooms and a Boom (for 11+)
One Night Ultimate Werewolf
Resistance: Avalon
Codenames
Deception: Murder in Hong Kong
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Secret Hitler (best with 8 or 10)
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As I think about interaction, downtime, and elimination, these games that I mentioned all seem promising:
1. Psycho Raiders - only issue is the wait to join the game for additional players beyond seven. Maybe we can start promptly with this game and make stragglers play townspeople.
2. Silver Tower - the more I think about it, the team vs team scenario should be fun. I think that I will add in a simplified initiative deck for the final battle, like Gorechosen but only one initiative card per player.
3. Star Wars Epic Duels - I still think that the map will be problematic, but I know this is otherwise workable.
4. Nuclear War - there really is no excuse for slow turns. I will photocopy playmats so that everybody has one. Experienced player don't need the mats, but I will probably be the only Nuclear War veteran there.
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They're good at different player counts though. Secret Hitler really wants a large group and is significantly worse at 5-6 so in the end they compliment each other nicely.
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Silver Tower (7 players): My team vs team scenario. My team had the Tenebral Shard and a Slaughter Priest, plus I played the Great Bray-Shaman, a freaky goat-headed guy who sometimes hit people with a fetish stick and sometimes did an area attack that stunned opponents and sometimes let me force an opponent attack another opponent. I didn't pay close attention to the opposing team, except that one of their characters was the necromancer with two skeletons, so they outnumbered us two to one. But we whipped through our four rooms a little faster than they got through their four identical rooms. So our Tenebral Shard got a hell of a headstart running out with the Amulet piece. One of their team killed my already wounded goat man, and one sprinted ahead to get two successful hits on our Tenebral Shard. But the Shard made one of his save throws and lived to escape on his next action. My team won!
Secret Hitler (7 players): I was a liberal. Due partly to luck, the first three turns yield 3 liberal policies. By the end of the game the fascists only had three policies in play and the liberals won with five. My team won!
Colt Express (5 players): I played Django, the black guy, in this surprisingly fun train robbery game. Even though I got shot a total of 10 times and also punched repeatedly, I managed to come in second place with $2,250, as I managed to grab both strong boxes late in the game.
Sons of Anarchy (4 players): I played the One-Niners, against SAMCRO, Calveras, and the Lin Syndicate. The first four turns were moderately peaceful, but turn five featured some very strategic fights and the final was mostly mindless mayhem. I came in third place.
Camp Grizzly, first game (3 players): Highest difficulty setting. Thanks to a first turn Blood Moon, by the end of the second turn, all three counselors were badly wounded and crawling at one space per turn. The other two players urged me to bail and start over.
Camp Grizzly, second game (3 players): Highest difficulty setting, except that we overlooked a scenario rule that would cause the slasher to get more powerful every time we drew an objective chit. This was a fun game, but ultimately we all escaped and the body count was relatively low.
Camp Grizzly, third game (3 players): Highest difficulty setting, except that we used the scenario rule that would cause the slasher to get more powerful every time we drew an objective chit. The game started out promising but ended in a bloody debacle with one player eliminated each turn for three turns in a row.
All in all, it was a great day of gaming. I think that I need to pick up Colt Express one of these days.
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