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I think just about ANY game can be multiplayer (even ones designed for 2 players), all you need to do is dedicate “parts” of each force to different players.
For BA you don’t even need a third (or more) sets of dedicated dice. All you need to do is dedicate squads etc to individual players (and then let the players one that side debate who NEEDS that activation first, that’s part of the fun), a multiplayer game can be about co-operating as much as fighting each other…
For our historical refights (that can have up to 5 players a side for the really big battles), we just assign players command of brigades and/or divisions and they fight the player opposite. Sometimes we have a bit of a hold up if their flanks start to interact with another player (and you have to wait a bit until they are “free” to resolve your bit), but that doesn’t tend to hold up the game that much. But basically in a YGIG game, you’ve got simultaneous “battles” being fought side by side that might “clip” into each other, but as a whole the game usually has the ALL players engaged most of the time.