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Full Private Lobby Custom Rules
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HeyguyshowsitgoingKripparrianhere

My issue with normal Battlegrounds since around the Pirates patch has been that damage taken is too high and too many games do not feel satisfying enough when they end before turn 10/11.

So I've been doing full 8 player private lobby Battlegrounds with my viewers this week and it has been an absolutely amazing experience. Essentially we come up with a ruleset and a banned hero list that makes it fair to play with the goals of having slightly slower gameplay and enjoy a fun spin on the game mode. We have only done combat phase based rules because it is otherwise entirely on faith if people follow them.

I thought to post here and share a few of the custom rules we have done to inspire others to try the same, and hear some feedback and suggestions on what else we could try in the future.

Here is what we have tried so far:

  1. Tavern cap of level 2. Galakrond/Rag/Wrath Weaver banned. Was a lot of fun, slow gameplay, and a fair balance between what is available to take to endgame from Tavern 2 minions and the splash of occasional Tavern 3 minions.

  2. Tavern cap of level 3. Galakrond/Rag banned. It was a lot closer to regular Battlegrounds with a huge focus on taking Shifter Zerus and pushing for triples to get magnetic divine shield and Majordomo for scaling.

  3. Tavern up to 6 before you can play any card. Fun but a bit of a disaster. Half the lobby dies after 2 rounds of fights beginning, but its fun to start the game using elusive endgame builds.

  4. 5 units maximum. One of my favorite ones. It's like playing whatever you want and buff it up a whole lot without trying to flip the slots for the last rounds. Cleave, divine, and poisonous are more powerful, but with fewer units the game is slower to the point where endgame builds take over before people die.

  5. Highlander (no duplicate cards on board). Similar to regular BG, but take away most of the highrolling as most end game builds begin with taking many doubles and eventually tripling into a build defining Taver 5/6 card.

  6. One card of each Tavern Tier. Galakrond banned. This was a lot of fun, there is a big focus on pushing to Tavern 5 and 6 quickly but because of the limit on wide early boards, this is achieved with a lot of HP left for most players. This challenge had the most rule breaking because it is somewhat unintuitive to recognize cards by their tier alone.

  7. One card of each minion type (with neutral being a minion type). With Amalgadon essentially banned and players being forced to play Menagerie, it felt quite fair to balance the search of buffs vs the search for ideal menagerie minions to buff.

  8. Two cards of each minion type (with neutral being a minion type). This did not feel too different from regular play, but the pace of the game was slower as most builds that do a ton of damage are certainly focused around a single minion type.

  9. No neutral cards (basically only cards that have a minion type, no Brann/Lightfang etc). A very tricky one that often ended in mediocre murloc builds and Dragon builds without Nadina. Damage was low as Murlocs don't hit very hard.

  10. 3 units maximum. Poisonous/Mechs/Alakir/George banned. I really enjoyed this one despite it being fairly unbalanced because damage was quite low and you really hard to invest in your build as much as possible right away.

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3 years ago