geek
We're trying to reach 3000 New Supporters by the end of 2008!
BoardGameGeek Supporter Drive
300 600 900 1200 1500 1800 2100 2400 2700 3000 3300
   
718 New Supporters - Support BGG Now!
Recently Viewed
Hot Games
Dominion
Agricola
Battlestar Galactica
Axis & Allies Anniversary Edition
Android
Lost Cities: The Board Game
Pandemic
Settlers of Catan, The
Sorry! Sliders
Race for the Galaxy
Le Havre
Puerto Rico
Colosseum
Wasabi!
Power Grid
Ghost Stories
Carcassonne
Arkham Horror
Through the Ages: A Story of Civilization
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Ticket to Ride
Twilight Struggle
Apples to Apples
War of the Ring
Titan
BattleLore
Stone Age
Tigris & Euphrates
Owner's Choice
Descent: Journeys in the Dark
Red November
Age of Conan: The Strategy Board Game
Last Night on Earth: The Zombie Game
Risk
Race for the Galaxy: The Gathering Storm
Scrabble
Caylus
Twilight Imperium 3rd Edition
Galaxy Trucker
Space Alert
Formula D
A Touch of Evil, The Supernatural Game
Munchkin Quest
Age of Empires III: The Age of Discovery
El Grande
Memoir '44
Mad Gab
Shadows over Camelot
StarCraft: The Board Game
Guess Who
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
3
Corin Friesen
flag
This variant attempts to eliminate the complaint that "the best hand wins" in a different and better way.
(Note: "[*blank*]" means optional rule.)

- At the start of the game, shuffle the Occupations and Minor Improvements. Take 7 cards per player out of each deck. Place the rest into the box. Now out of the remaining 2 decks, draw 7 Occupations and 7 Minor Improvements face up near the board as a common supply.

- During the game, a player taking an Occupation action and/or a Minor Improvement action takes the card of their choice from the common supply (an Occupation at the "Employment Office" or a Minor Improvement at "Home Depot"). They then immediately replace the card from the corresponding deck, so that there is always 7 cards in each type in the common supply.

[- No player may have more than 7 Occupations.]

[- No player may have more than 7 Minor Improvements.]


This was a cool idea of mine, though I have yet to try it. I think it would solve the problem of "the best hand wins" complaint even better than the Draft Variant in the official rulebook, because everyone has the same cards available at any given time!
Last edited on 2008-10-14 21:04:35 CST (Total Number of Edits: 2)
Tim Seitz
flag
Avatar
060708
Ambrose wrote:
This was a cool idea of mine, though I have yet to try it. I think it would solve the problem of "the best hand wins" complaint even better than the Draft Variant in the official rulebook, because everyone has the same cards available at any given time!


Interesting, but I think you lose a lot by:

1. Not having a set of cards by which you can plan a strategy.

2. Not having secret cards, whereby you surprise people at the end with your big scoring cards.

Your variant completely eliminates any strategy from the game and makes it 100% tactical.
Corin Friesen
flag
You are right about the strategy part, but the secret part doesn't matter except in a few cases, unless you care about a bit of that excitement that comes from the surprise, which I'm sure many people do.

It changes the game, yes, but will the "new" game please people that say "best hand of cards wins" better than the original???
Tim Seitz
flag
Avatar
060708
Ambrose wrote:
You are right about the strategy part, but the secret part doesn't matter except in a few cases...

A lot of cases actually... this is primarily true for most of the interactive cards but also for the great card combinations.

If you build Water Carrier, will anyone else ever build the Well?

If you get Carpenter, are they also going to let you get Clay Roof and Bricklayer? I bet not.

Can you play those cards and count on the other ones coming up? No...

Without a secret hand of cards, Agricola becomes a dry min-maxing exercise (i.e., the family game).
Last edited on 2008-10-14 22:29:20 CST (Total Number of Edits: 1)
Corin Friesen
flag
out4blood wrote:
If you build Water Carrier, will anyone else ever build the Well?

You will! :D

out4blood wrote:
If you get Carpenter, are they also going to let you get Clay Roof and Bricklayer? I bet not.

Exactly! This type of think is something that wasn't present in the original version.

(note: I'm not saying this is the superior game.)

out4blood wrote:
Can you play those cards and count on the other ones coming up? No...

This gives the advantage to the players who couldn't take the good card you got. Though I agree, this degrades the strategic aspect of the original, but see the next point.

out4blood wrote:
Without a secret hand of cards, Agricola becomes a dry min-maxing exercise (i.e., the family game).

More of a "gamers" game. :)

As I said, the variant solved the problem of "the best hand of cards wins", but that doesn't mean you will prefer it. I was hoping the people who said "the best hand of cards wins" would prefer it.
sonny sonny
the "best card wins" argument will still come. first it benefits the start player alot. second, when a new card is drawn some players will be in the position to immediately play it (take the appropriate action), others won't. third, you don't know what (or how many!) cards will be drawn in the future game. having a card drawn that supports your already played card (example village well and well builder) means a big luck factor.

finally i think with this system you might get stuck with bad cards that no one wants more easily. the end-game cards won't be taken at start and the ones played might be replaced with other end-game or weak cards. following the usual rules if you start out with mixed cards you can play some at start. following your rules if you start with mixed cards they might convert to cards that make little sense in the early stages after 3 players have played an occupation/improvement (unlikely but possible and can spoil your game if it happens).
Brian Cherry
flag
Avatar
I think the title is very clever
tim
flag
Avatar
08
Tim no like.
Jason Sallay
flag
I think its an intresting varient and could be fun with the right group of friends.

That being said, I have to agree with most of the other posters.

A large, shared pool of cards makes it more like major improvements, and if someone manages to take a card before you it can mess up your stratagy.

I think a draft system, of just about any kind, may be a better strategy.

If you want everybody to have equal chance of getting good cards try the following drafts:

"The Horseshoe"
Pick the player who would be going last in round one (Player X).
They draw a number of occupations and a number of minor improvements equal to the number of players.
That player picks one of each type of card and passes the rest to the player on thier right. That player picks one of each and passes to thier right until all players have picked one.

The player to the right of the Player X then does the same thing (draw equal to players, pick and pass to the right)

Do this so that all players have at least 10 cards of each type and each player has drawn an equal number of times.

Discard down to seven of each type of card.

============

That should allow everybody and equal chance to take intresting cards.

Though in all honesty it might take longer and not give much better results that a 14/7 draw (Draw 14 of each type of card and take 7).

Another thing you could try is a varient on the 10/3 rule in the rule book (draw 10, discard 3).

Perform a 10/3 draw as normal, but all the discards are placed face up on the table. Randomly pick a player. That player may discard one card in their hand and pick one of the discards. Continue this action clockwise until all players no longer discard and draw a card from the discard pile.
Tong Chi Wai
flag
It seems to take a very long time for the game setup. The complexity overweights the equal chances of card selection. Only pro-gamers would like that arrangement. :shake:
Corin Friesen
flag
letsdance wrote:
the "best card wins" argument will still come. first it benefits the start player alot. second, when a new card is drawn some players will be in the position to immediately play it (take the appropriate action), others won't. third, you don't know what (or how many!) cards will be drawn in the future game. having a card drawn that supports your already played card (example village well and well builder) means a big luck factor.

finally i think with this system you might get stuck with bad cards that no one wants more easily. the end-game cards won't be taken at start and the ones played might be replaced with other end-game or weak cards. following the usual rules if you start out with mixed cards you can play some at start. following your rules if you start with mixed cards they might convert to cards that make little sense in the early stages after 3 players have played an occupation/improvement (unlikely but possible and can spoil your game if it happens).

Sounds like Power Grid with the power plant deck. :) Remember, I said that it is not better than original, I thought it would be a very fun variant to try.
Corin Friesen
flag
eightbit wrote:
Tim no like.

np
Corin Friesen
flag
lottysnake wrote:
It seems to take a very long time for the game setup. The complexity overweights the equal chances of card selection. Only pro-gamers would like that arrangement. :shake:

It is not complicated. Just as complicated/time consuming as dealing everyone 7 cards.
Corin Friesen
flag
I tried this variant in a 2 player game and a 3 player game. It worked quite well! It had more of a "gamer's game" feel while still preserving the replayability. And it added more player interaction!!! Though it was more tactical. It is best played in a 2 player game, since it is still more strategic.

So my cry to you: try the variant before you criticize it!!! I'm sure you would want me to do that if you posted something along the same lines. That doesn't mean you'll like it, but it means you would understand it better, and make a better critique.
Last edited on 2008-10-18 11:56:37 CST (Total Number of Edits: 2)