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Richard Hutnik
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Just curious if anyone had thought of this. Rather than have a hand of seven occupations and seven minor improvements, I was wondering if perhaps there be a common pool that all players could share from, that are face up (7 of each). A player would play a card from a pool as they would normally from their hand, and then the card is replace from the deck. In other words, the pool would work just like major improvements.

Anyone have any thoughts on this? It could be a way to deal with possible "killer combos" and add another level of tactics and strategy and more player interaction.

One could, if they feel this would add even more luck, have the next 5 cards of occupation and minor improvements each known.
ArtfulDodge in 2012
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0708
(Finally a relevant forum)

A person from my regular group just suggested this sort of thing.

Not about replacing them, but having a pool of 4 or 5 of each type per play makes sense. (14 total per player is a lot to digest in a game and takes quite a bit of time at the beginning to read them all.)

This might motivate some to pick occupation to get them before others leaving other space wide open for those who opt out of that fight.

Ultimately, it could soften the blow from great hands as you suggest. I have played the game 20+ times and it is clear good hands win nearly every time.

I rather like this idea and may suggest it next time we play.
Richard Hutnik
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I think this one based on "Hold'Em" can lend to this discussion here:
http://www.boardgamegeek.com/thread/336094

Idea is that you cap off number of occupations people have at 7. The idea I had for replacements was that not every card should be available at once. It should reflect what people normally do in the game.

I haven't played the game a lot yet, but I found killer combos tend not to overwhelm things. They do give an edge in a certain area though.
Red Dragon
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docreason wrote:
Just curious if anyone had thought of this. Rather than have a hand of seven occupations and seven minor improvements, I was wondering if perhaps there be a common pool that all players could share from, that are face up (7 of each). A player would play a card from a pool as they would normally from their hand, and then the card is replace from the deck.
Wow, that's precisely what I was going to propose as a way to fix the considerable problem of unbalanced luck in cards. Good thing I looked first. In poker, if one person gets a bad hand, no big deal, the hand is over in 30 seconds to 3 minutes, and they deal the cards for a new hand. in Agricola, if you get a bad hand, that's what you're forced to play for the next two to three hours. Your idea is precisely what I came up with to fix it.
Richard Hutnik
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Red Dragon wrote:
docreason wrote:
Just curious if anyone had thought of this. Rather than have a hand of seven occupations and seven minor improvements, I was wondering if perhaps there be a common pool that all players could share from, that are face up (7 of each). A player would play a card from a pool as they would normally from their hand, and then the card is replace from the deck.
Wow, that's precisely what I was going to propose as a way to fix the considerable problem of unbalanced luck in cards. Good thing I looked first. In poker, if one person gets a bad hand, no big deal, the hand is over in 30 seconds to 3 minutes, and they deal the cards for a new hand. in Agricola, if you get a bad hand, that's what you're forced to play for the next two to three hours. Your idea is precisely what I came up with to fix it.


Other things I had in mind when I thought of that was a way to speed the game up a bit. When you have all the cards out in front, people can explain to new players what each do, and everyone looks at the same. It also adds a bit more player interaction to the game, as you compete to be able to get an occupation down you want. The benefit you see is the balancing mechanism. I believe the round robin selection works to do this.

A downside to this is a bit of the mystery of what players have at the start of the game is gone. That intrigue is removed, but player interaction increases. One could use dealing from the deck as replacements. For balance, you could show what can come out to players, and even possibly order for them coming out.

I will add here that the forcing to go for everything and diversifying is what is used to balance the card effects. If you can produce a ton of food, it has limits. It is nice, but still limits you. Get a large family and you have food issues, etc...
Last edited on 2008-09-04 14:04:10 CST (Total Number of Edits: 1)
 
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