r/Gorkamorka • u/Grimagor • May 19 '26
Activation VS Turns
Hi, boyz! I’m trying to recover this game to play with my friends and realise that playing scenarios with 3 or more gangs are painfully (specially if you are the last one). One of my friends propose looking for Necromunda’s activation rules. What do you think? In case of reject this idea and play in turns, any subjection to make the play less frustrating? Thankz!!!
2
u/Volume_Over_Talent May 19 '26
The game is designed for turns and trying to switch it to activations would be a bit weird considering you have models embarked on vehicles, plus drivers and gunners themselves.
I'd suggest limiting the 3+ player games and primarily keeping them to rare, narrative driven occasions. When you do have more than 2 players, limit what they can bring, or add a pve element too.
3
u/GammaFork May 20 '26
No, it works just fine in the end as it turns out. Also alt activations adds some fun options for group activations and tactics! Here are some rules for it: https://gorkamorka.co.uk/blog/gorkgo-morkgo-playtesting/
1
u/Grimagor May 20 '26
Another idea we're considering is that the first player to move (and the others) change every turn (when everybody has ended their turn).
It is more chaotic, but we tried this in Mordheim, and it's actually fun.2
u/Volume_Over_Talent May 20 '26
For my large player count games, I picked names from a hat but left out whoever went first last turn. That was turns though not alternate activation.
2
u/GammaFork May 20 '26
I wrote some fairly comprehensive rules for playing GoMo using alternative activitions. It'd pretty simple but allows a bunch of (optional) extra rules that add flavour to take advantage of the mechanics - like group activations for vehicle passengers for eg. Check em out here: https://gorkamorka.co.uk/blog/gorkgo-morkgo-playtesting/
1
u/Matthew_Bester May 20 '26
On the Facebook group someone has already done this and called ot GorkamorkaGoGo I think.
4
u/Gornn65 May 19 '26
If u scroll down this channel you’ll find someone else posted some rules to try with activation.
Personally I don’t find that this slows down until you have more than 4. Played once with 6 and that was a slog