Place a front of two regular castle cards (i.e. Players sit in a circle around the table. You will have to fight on multiple fronts and take into account every other player's situation when deciding which cards to auction off to the group. In the free-for-all variant of the game, 3-6 players are put into a fierce battle against each other. Note: You need multiple versions of Crimson Company to play this variant: Thief: The player playing the card chooses a player from the opposing team as the target of the effect. Siren: Both players of the opposing team decide together which cards to move. Sellsword: The team owning the card chooses one player who may pay coins to strengthen the card during the Score phase. Similarly, Recruitment effects apply for all players of the team owning the card.īeggar: The player playing the card chooses a player from the opposing team as the target of the effect. Income effects on your team's cards in play trigger in every Income phase of your team, i.e. by only using their own coins).īoth players of the opposing team may match a bid individually (they may not combine their coins). Players bid on a card individually on their turn (i.e. The phases (Income, Recruitment, Deployment, Score) generally stay the same as in the regular game. the starting player receives one coin before the match starts, the fourth player receives 4 coins).
The starting coins are 1, 2, 3 and 4 coins respectively for those players (i.e. Player 1 (Team A), Player 1 (Team B), Player 2 (Team A), Player 2 (Team B) etc.
Turns (and the marker) then alternate between both teams (A and B below) and between the players within the teams. Randomly determine a starting player and hand them the active player marker. In this case, the first team to conquer 2 castles wins. Note: If you want to play a shorter match, simply lay out 3 instead of 5 castles.