Six Heirs and a Rogue II is the third entry into my critically acclaimed Six Heirs series (after the original version and the Gold version for AOE).
The goal of the series is to increase the players reliance on teammates and to help with teamwork. The scenario is not only good for a fun game, but it can also help a team or clan work on communication and other vital skills.
The set up is as follows: Players 1, 2, and 3 are on the first team, against players 4, 5, and 6 who play the opposing team (they are the 'six heirs' in the story line). The optional seventh player is the rogue, and begins with a significant head start, but must defeat all six opponents.
The first player is the economic player, with access to all economic buildings but limited military options. The second player is similarly suited for building a land military, while the third is set to handle naval operations.
If you have played the original version, you should have no trouble adapting to this version, but there is one thing to remember: The scenario includes a system in which players on the same team can tribute units to each other. This could be useful if, for example, the economic player has a very powerful unique unit. The economic player could simply send that unit over to the second player to incorporate into the rest of his army.
With that, and a few starting techs (banking and cartography), players on a team can freely share information, units, and resources. Thus, it blurs the line between allies and co-oped players. It maintains the total control of alliances, while gaining the single, concerted team effort that usually only occurs in co-op. It should prove to be a very unique, yet familiar, play experience.