Multiplayer Scenarios

To play an All Out War scenario, you will need to recruit a Warband, find at least two other opponents, and then decide which All Out War scenario you and your opponents want to play. If you're playing a campaign game, you can agree to use an All Out War scenario instead of a scenario from the Campaign Scenario table.

You can either choose which All Out War scenario you want to play or roll a D6 and refer to the All Out War Scenario Table that follows to pick out the scenario that will be used. Once you've selected the scenario, it is set up and played in the same way as a scenario from the Trench Crusade Rulebook or Digital Rulebook, unless stated otherwise in the following rules

RollScenario
1-2The Looters
3-4Brothers-In-Arms
5-6Alliance & Betrayal

The Playing Cards

To play a multiplayer game, you will need a standard deck of cards. Remove the Jokers, so the deck has 52 cards. We recommend using smaller ”Patience”-sized cards, if you have access to them, to cut down on table clutter.

At the start of the game, shuffle the deck and place it facedown within easy reach of all of the players. If the deck is ever exhausted, take all of the discarded cards, shuffle them together, and place them facedown to create a new deck to take cards from.

The Draw

The rules for roll-offs in the Trench Crusade Rulebook won't work in games with more than two players. Instead, when the players are called to make a roll-off, they must make a draw instead. To make a draw, each player draws a card from the deck and reveals it. The player with the highest card wins the draw, the player with the second-highest card is second, and so on.

Card Ranks

Card ranks from highest to lowest are Ace (A), King (K), Queen (Q), Jack ( J), 10, 9, 8, 7, 6, 5, 4, 3, and 2. If cards are tied, then the higher-ranked card is determined by the card suit, in the following order of priority: Spades, then Hearts, then Diamonds, then Clubs.

Game Turns

The way that Initiative works and the order in which the players Activate their models is different in a multiplayer game.

Determining Initiative

Do not count the number of models in the players’ Warbands to determine the Initiative. Instead, in the Initiative Phase, each player must draw a card. These cards are called Initiative cards. At the end of the Turn, the Initiative cards are discarded, and new cards will be drawn to replace them in the following Turn's Initiative Phase.

Whenever during a Turn you need to determine which out of two or more players has the Initiative, simply compare the Initiative cards of each of the players. The player with the highest card has the Initiative.

Activation Phase

In the Activation Phase, the players Activate models one at a time, in order of the value of their Initiative cards. The player with the highest Initiative card Activates one model, then the player with the second-highest card, and so on. Once all the players have Activated a model, start the sequence again, beginning with the player with the highest Initiative card. Once a player has Activated all of their models, they drop out of the sequence. Once all the players have Activated their models, the Activation Phase ends.

We recommend that you keep your Initiative card face-up in front of yourself when it is drawn, and then flip it face-down when you Activate a model. Once all the players have taken an Activation, you can turn your card face-up again, and a new sequence of Activations can begin.

Enemy Models

Unless stated otherwise, all the models from Warbands other than your own Warband are enemy models.

Morale Phase

If your Warband flees in a multiplayer scenario, then all of your surviving models are removed from the battlefield, and you are out of the game. Any remaining players can carry on with the game as normal. You win a multiplayer game if all the opposing Warbands have fled.