Sometimes you need many of the same threat in a single scene. Wolves don't hunt alone, bandits ambush in groups, and the overlord has their armies.
When you need many of the same Threat at once, that's when the Rule of
Three applies.
The Rule of Three states that three or more enemies working together form a Group, thirty or more enemies form a Gang, and three hundred or more enemies form an Army. They gain a Stat with the same name and a few unique rules, but otherwise function like normal. These stats are:
Group: This enemy can act against two people at once. When this enemy is destroyed, this stat is damaged, or this is their only stat left, replace the
Group with two normal enemies.
Gang: This enemy can act against everyone at once. When this enemy is destroyed, this stat is damaged, or this is their only stat left, replace the
Gang with two Groups of this enemy. This stat can only be damaged by Dangerous or Area attacks.
Army: This enemy can act against an entire location at once, and its
attacks have the Area tag. When this enemy is destroyed, this stat is
damaged, or this is their only stat left, replace the Army with two Gangs of
this enemy. This enemy can only be damaged by Dangerous or Area attacks. Mechanically, this makes groups much harder to hold off or fight against, because you cannot Keep Them Busy easily. A Group needs two players working together to properly Keep Them Busy, since they can act against two players at once, and a Gang or larger cannot be Kept Busy without some serious working for it. You would need a bottleneck to fight them in, or a Move that allows you to do so, or some extreme support, like an army of your own, a giant robot, a dragon, or something similar.
So when you have three or more Wolves working together, they form a Group of Wolves, which looks like this:
Wolf Pack: A group of pack hunters, on the prowl.
Pack Hunter: A wolf is never alone, and they gang up on their
prey one at a time. When someone tries to fight the wolves alone, they are always put on the spot.
Loyal: Wolves stick together and look out for each other. When this stat is damaged, they will co-ordinate to let their
Group: This enemy can make moves against two players at once. When this enemy is destroyed, this stat is damaged, or this is their only stat left, replace the Group with two normal Wolves.
When the Wolf Pack attacks the fellowship, they can attack two players at once. When someone is Keeping Them Busy, they can still attack or make Cuts against one other player. If their Loyal stat is damaged, the Wolves will retreat to live to fight another day, as normal - being a Group doesn't change the mechanics of any of their normal Threats.
In this way, the pack of wolves works the same as they would individually - groups continue to function as they normally would and generally follow the same flow of play, just harder to deal with due to their numbers.
The Rule of Three generally only applies when combining the same threat together. 15 Skeletons and 15 Zombies will make a Group of Skeletons and a Group of Zombies, for example. However, if you want to make two enemies into a bigger, more cohesive threat and represent them working together closely, you could have the above groups become a Gang of Skeletons and Zombies. In that case, you would combine all of their stats and threats together. When the Gang is defeated, they would then break up into a Group of Skeletons and a Group of Zombies. In this way, the Rule of Three can be used to let a group of enemies work closely as a team, even if they aren’t all the same enemy. The Gang of Skeletons and Zombies would look like this:
Gang of Skeletons and Zombies: Mindless undead, working towards a common purpose.
Just Bones: Skeletons do not take damage from anything that would slip
right through them or is made to harm flesh. Most piercing weapons, ranged weapons, slashing weapons, and poison or fire-based attacks will have very little effect on a Skeleton.
Weapons Training: Skeletons almost always carry a weapon of some kind.
A skeleton has a single tag from this list: Armor (1 Use), Piercing, or Ranged.
Painless: Zombies do not stop attacking until they are destroyed. If they
take damage while all of their stats are already damaged, they are destroyed.
Simpleton Hivemind: A group of zombies acts as a single unit, moving as
one towards the nearest source of living meat. They are easily duped and confused - when this stat is damaged, the gang loses focus, stops hunting, and will only attack if you get within arm’s reach.
Gang: A gang can make moves against everyone at once. When this enemy is destroyed, this stat is damaged, or this is their only stat left,
replace this enemy with a Group of Skeletons and a Group of Zombies. This stat can only be damaged by Dangerous or Area attacks.