All For One
A pickup/deliver game for 3-5 players
By David Brain and Seth Jaffee
France, 1630. The Royal Musketeers are personal guards of King Louis XIII, defending the King against the dubious plots of Cardinal Richelieu. Athos, Porthos, Aramis, d'Artagnan, Rochefort, and MiLady DiWinter move around Paris, fighting duels and completing missions to earn the favor of the King and Cardinal. Both characters and players earn Favors throughout the game and bonus points are scored at the end when players reveal their true allegiances. The winner is the player who's earned the most Favors!
All For One is a game of doing missions. Players are not tied to any specific character, rather each turn you choose which character to activate and then take actions with that character. Each player is secretly assigned one of the characters whos score will be added to their own at the end of the game, which helps drive decisions during the game.
The missions are printed on Mission Cards, which detail which character must complete the mission, which Plot Tokens are necessary to complete the mission, and the location at which the mission must be completed. Completing these missions involves collecting various Plot Tokens from around the board, and bringing them to specific places. Some missions involve getting 2 of the characters to a specific place at the same time, and some missions involve characters duelling.
The board is an interconnected web of streets, some of which are patrolled by Cardinal's Guards. The guards serve to hinder the musketeers' progress. There are 6 named locations where the characters begin the game, and the other 18 locations are home to 1 plot token each. 2 of the tokens are horses, which can be ridden by the characters. The rest are used to complete missions.
The way you complete missions is through actions, and the available actions are as follows - each allowed only once per turn:
Move: Move the active character up to 3 locations. You must stop if you encounter any other character. Musketeers encountering a guard must stop and fight a Guard Duel - if they defeat the guard they may continue their move action. A character carrying a horse token may choose to ride. When riding, move exactly 4 locations, skipping any characters or guards passed by (but not those you land on). While riding you my not turn around or pick up tokens en route (see Transfer Token action).
Refill Hand: Refill your hand to 4 Mission cards (this is in addition to your One For All card). You may discard 1 card before drawing.
Complete a Mission: Play a Mission Card and demonstrate that the conditions of the Mission have been met (the correct characters in the appropriate locations with the correct Plot Tokens). The character completing the mission receives 1 favor, and the player completing the mission receives 1 favor per token delivered. The tokens go back to their home space, and the player keeps the mission card for a tiebreaker.
Demand a Plot Token: The active character may demand that another character in the same location to hand over a Plot Token. Milady and Rochefort always agree to each others' demands. All other characters refuse and a Character Duel occurs.
Transfer a Plot Token: The active character can pick up or drop a Plot Token in the location they're in, or hand a plot token to a teammate (Musketeer or Agent) in their location. The recipiant of a handoff must have a vacant space on their character card - each character can only carry 3 tokens at a time. Transferring a token is a free action, can be done multiple times in a turn, and can be done in the middle of a Move action.
One For All!: The special One For All card can be used as an action. End your turn and immediately begin another. Activate the same or another character and take your actions. If you activate a character that was just active, you only get 2 actions this turn.
The one for all card has other uses as well. It can be used in combat, and it can be used when Completing a mission to score bonus Favors. Any time a One For All card is used, it is placed face up on the table and cannot be used again until it is recovered. You recover your One For All card whenever you complete a mission.
[THIS IS BEING CHANGED TO "You recover your One For All card at the END OF A TURN in which you complete a mission" TO PREVENT CHAINING OF TURNS]
The combat uses Mission cards, which also have either an offensive or a defensive maneuver listed on them. The basic combat resolution is that you play cards, then count up all the offensive cards and all the defensive cards. The active character is always the one on offense, and the other character is always on defense.
Guard Duel: Active player plays a Mission card, then reveals the top card of the Mission deck. Cards with offensive maneuvers (blue) count toward Offense. Cards with defensive maneuvers (red) count for defense. Riposts (white) count double for defense. A One For All card counts triple for offense. Compare offense to defense to find the result:
WIN - more offense than defense. Active caracter earns 1 Favor and may continue moving.
TIE - equal offense and defense. No Favor is awarded and the Move action ends. The active player may continue their turn.
LOSS - more defense than offense. The turn ends immediately.
Character Duel: EACH player plays a Mission card, and they are revealed simultaneously. Cards with offensive maneuvers (blue) count toward Offense. Cards with defensive maneuvers (red) count for defense. Riposts (white) count double for defense. A One For All card counts triple for offense when played by the Active player. When played by another player it counts as zero for the duel total but goes back to the player's hand. Compare offense to defense to find the result:
WIN - more offense than defense. Active caracter earns 1 Favor and the demanded Plot Token.
TIE - equal offense and defense. No Favor is awarded. The active caracter gains control of the demanded Plot Token.
LOSS - more defense than offense. Nothing happens. The active player continues his turn.
Each Musketeer has a Signature Move, a certain offensive maneuver that they are better at. When that character is active, their signature move counts double toward the offensive duel total.
Each character has a special ability, most of them help in combat.
Athos: Foresight - After cards are played, reveal the top card of the Mission deck. If it is an Offensive maneuver, add 1 to the offensive duel total.
Porthos: Battle Ferver - After cards are revealed, play an additional card. This card also counts toward the duel total - either offensive or defensive.
Aramis: Calming Peace - Discard a card instead of fighting a guard. You may continue your move action. No favor is awarded.
D'Artagnan: Stubborness - Must be defeated twice in a duel.
Rochefort: Expert Swordsman - After cards are revealed, discard any card to add 1 to the offensive duel total. This ability can be used more than once. [If this proves too powerful, change to "BEFORE cards are revealed..."]
Milady DiWinter: Feminine Guile - Discard a card when Demanding a token instead of having a Character Duel. Gain control of the Demanded token. No Favor is awarded.
Each ability is usable only by the ACTIVE character, and each is optional. All cards played or revealed in a duel are discarded.
Game End
The game ends when the predetermined number of Favor tokens are exhausted. Points due after the supply is exhausted are still awarded. At that time the turn is finished and scores are totalled. Reveal your Identity tile and add your favors to those on the appropriate character. The winner is the player with the most total favors. In the case of a tie, the tied player with the fewest completed missions is the winner.
I played 2 games last night (9/02) and another today (9/03, different people) with these new rules (see summary above). Here's how the games turned out:
Game 1,40 Favors, 60 minutes (including rules):
Game 2, 40 Favors, 35 minutes:In game 1 I chained 5 turns together, doing 5 missions in a row. This seemed powerful, but when the smoke cleared I didn't really win because of it. 3 of the missions were duels, all of them involved my character but I couldn't make him win all three (one win, one tie, one loss). The other two were 1-token missions, and by using the One For All card I didn't get any bonus for that either. So I got about 6 points from that big turn, and I only had 9 total.
However it's boring to watch someone else chain turns, and it can completely screw up the board, so I'm going to try it next time with a small adjustment: You get the One For All card back AT THE END OF A TURN in which you complete a mission. This way there will be no chaining at all, which is probably better for the game.
Mike and Erin had played the game before, in different incarnations, and Mike didn't like it too much before. The last version he said had gotten better, but this time he liked it a lot more. His wife Erin liked it too. The game went pretty quickly, about 45 minutes average for three players. I attribute this to the relative ease of movement and manipulation of Plot Tokens which has opened up quite a bit. I am thinking of adding tokens to the supply to make the game last a little longer.
All in all, a good test I'd say. This morning I played again with 2 different players. Here are the results of that:
40 Favors, 45 minutes (including rules):
A very close game. Neither Joe had played before. I went through the rules pretty quickly, but they are experienced gamers and understood what the rules were doing... the game went pretty fast.Might have taken closer to 60 minutes.
In this game Joe Lott chained 4 turns together. He won by a narrow margin. Chaining is definitely more powerful than not chaining, but I continue to think it's not really unbalanced. However, for the reasons stated above I think it still needs to be removed from the game.
* The score is reported as a total, followed by a breakdown... P/C indicates the number of points scored by the Player, and the number of points scored by the player's ID Character. The number of missions completed is also recorded, so it can be inferred about how many missions other people did with your character.