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More players, and teams

Epoch Street plays with two to eight players, and those seats can be split into two to four teams. Both are set on the Player setup screen.

Player setup — the count, the teams, and the ally row
Player setup — the count, the teams, and the ally row

★ Where they are — player count and teams are Test mode features for now. Turn Settings → Other → Test mode on, and the Players and Teams rows appear on Player setup. With it off, the game is the four-player match it has always been.


1. Choosing the count

Picking Local multiplayer (or Single player) opens Player setup. The top row, Players, takes a number from 2 to 8.

Raising the count from Single player keeps P1 as you and makes the rest CPUs.


2. A board's "max players"

A board's author may declare a maximum player count. The board list's info panel shows it on the Players line: up to 4, or when the board sets no limit.

Your own boards set it in the board editor under Board settings → maxPlayers (0 = no limit).


3. What changes as the count grows

SidebarCards shrink at 5–6 players and shrink again at 7–8. Name, rank, cash and net worth always stay
BankruptciesThe rule's range becomes 1 to (players − 1)
Turn orderThe order-slot reels match the number of seats
Pieces on one squareFive or more pawns wrap onto a second row
Results and recordsStandings and stats grow with the count (eight players read as 2 columns × 4 rows)

None of the economics change with the count — fees, stock, salary and the capital ceiling are the same at two players as at eight.

Eight players: the sidebar cards shrink to fit
Eight players: the sidebar cards shrink to fit

4. Team matches

The Teams row offers Off / 2 teams / 3 teams / 4 teams.

4a. Turns alternate across the sides

In a team match the order is A1 → B1 → A2 → B2 → … (three sides: A1 → B1 → C1 → A2 …). The Turn order rule setting is not used while teams are on.

4b. Winning is a team total

Raise the goal. Because the test is a team total, the default goal arrives about twice as fast in 2v2. Typing double the board's goal into the Goal rule setting is a good start.

4c. Between teammates

Landing on an ally's shopNo fee is charged — nothing happens at all, as if the square were empty
5× buyouts, takeovers, seizing a lotNot possible against an ally
TradingAllowed with allies — moving assets around inside a side is a tactic in itself
Chance cardsUnchanged. Cards that pick a target may pick an ally (a gift is a play)

4d. The "Ally's shop" setting

Turning teams on adds an Ally's shop row underneath: what landing on a teammate's shop lets you do.

NothingYou walk on by (the default)
Half investYou may invest up to half of one normal investment in their shop
Same as ownYou invest exactly as you would in a shop of your own

The money moves from your cash into your ally's shop. The side's total is unchanged, but the shop's fee and the district's share price both rise. Note that the CPU never invests in an ally's shop, whatever this is set to.

4e. On screen


5. Not covered yet


Player count and teams are exactly the kind of thing that needs playing to judge. Tell us what you find on Discord.