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Chris J Davis
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Feb 22, 2010
Android - The Director's Cut v3.pdf (2.20 MB) (Log in or Register to download.)
The final version of The Director's Cut alternate rules! These rules address many of the disparities between theme and gameplay in a game of Android, including rules to:

* Turn the murder into a true deductive experience (with a "real" murderer).
* Extensive rule changes for the conspiracy, to make the placement of every tile worthwhile, reduce the overpowered nature of the conspiracy overall and eliminate the unthematic 5-in-a-row rules.
* Allow each investigator to experience their game "day" concurrently rather than consecutively (and reduce downtime).
* Adjust how dark cards are drawn and played to be more in theme with what is happening on the board.
* Give NPCs more involvement in the unfolding story and allow some characters to "crossover" into another detective's story.
* Plus many more...

Version 3.0 consists of mostly minor tweaks and clarifications, though with some relatively major changes to the Twilight rules. This is the final version of the Director's Cut as I believe I have now got most of the major wrinkles ironed out and this edition offers the optimal Android:TDC experience (without modification of components).
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Fabian Trunz
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Looks like you gave Android about the same score I did, a 6. Seeing that you made this... you must enjoy the concept of the game a lot more than the game itself, just as I do. I'm very intrigued and I'll try these rules if ever I get the chance. As of now, that one play my game group had of Android was enough to really turn them off
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  • Posted Thu Feb 25, 2010 9:14 pm
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John Hart
United States
La Marque
Texas
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Thank you, thank you, thank you.
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  • Posted Sun May 9, 2010 1:34 am
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James Fallows
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Penrith
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These are some well-thought out variations. I have no problem with the original game at all, and quite enjoy the notion of stitching up a player's chosen suspect, but I really like yourideas for a detection variant. Good job!

(p.s. I also have no problem with the original release of Bladerunner. You didn't happen to catch Adam Buxton's parody of the Harrison Ford voiceover on the Big Mix Tape on Radio 6 this weekend... priceless)
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  • Posted Mon Jun 21, 2010 9:18 pm
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Dave Sokolowski
United States
Sunnyvale
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This looks very much in line with some of my own complaints with the game, and I look forward to trying these out!
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  • Posted Wed Dec 22, 2010 3:57 am
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Fad or not, it´s here to stay! The League of Extraordinary Heroscapers!
Denmark
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An impressive, and great looking, piece of work!
I just bought Android, and I´ll see how I like the original game first, but I´ll definitely keep this in mind!
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  • Posted Mon Mar 7, 2011 7:51 pm
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Arius Elvikis
United States
Darien
Illinois
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Oi, I found this game on discount in a supercool game shop in Moscow, ID, and I scooped it up knowing copies are limited. Should I learn and teach the main rules, or just dive into this variant, teach it to them as gospel?

We love Arkham Horror, Betrayal, Space Alert and Battlestar Galactica for themed games, but overall the group leans toward Dominant Species, Puerto Rico, Race 4t Galaxy, and Power Grid.
 
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  • Posted Mon Sep 5, 2011 1:36 am
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Geoff Conn
Canada
Victoria
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Can you post a text file without all the graphics and backgrounds, so it doesnt kill my printer ink?
 
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  • Posted Thu Oct 20, 2011 4:55 am
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Chris J Davis
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Talonz wrote:
Can you post a text file without all the graphics and backgrounds, so it doesnt kill my printer ink?


I'm afraid I don't have one. I recommend you just copy & paste the text yourself into a Word/whatever file.
 
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  • Posted Thu Oct 20, 2011 11:17 am
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Edgar
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Sarriguren
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Errata Summary has this one "Terrorists have struck the city, people. Guilty hunches are worth -2 VP for both the murderer and the convicted", but can't find it in your doc... is it missing (which section?) or should be deleted from the summary?

Great job!
 
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  • Posted Fri Dec 23, 2011 1:47 pm
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Chris J Davis
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Edgar Gallego wrote:
Errata Summary has this one "Terrorists have struck the city, people. Guilty hunches are worth -2 VP for both the murderer and the convicted", but can't find it in your doc... is it missing (which section?) or should be deleted from the summary?

Great job!


Jeez, it's been so long I can't remember! I think there is a bunch of errata in the summary that doesn't appear in the main body of the document, so yes - it is meant to be used, there just wasn't an appropriate section for it in the main rules.

I think.
 
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  • Posted Fri Dec 23, 2011 2:28 pm
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nick notts
United Kingdom

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Personally I never bothered with the original rules. The directors cut made much more sense as a game. I've had about 6 plays and have enjoyed every one. I recomend 3 players, one 5 player game we had clocked in at 11 hours. Have a good one.
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  • Posted Wed Jan 18, 2012 10:34 pm
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nick notts
United Kingdom

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Hi there, just looking for some clarification on the new edit to the Twilight rules. In the variant section it states the aim as "This variant addresses both of these issues by changing the rules back to their original form and causing investigators to have their own dark cards drawn when entering seedy locations", but in v3.0 the next section reads "Whenever an investigator enters a seedy location, that player may draw a light card and their investigator must dark-shift (if possible). When an investigator enters a ritzy location, another player must draw
one of that investigator’s dark cards (if possible, see “Drawing Dark Cards” below) and the investigator may light-shift (if possible)."
This is a change from the previous editions of the Director's Cut, and seems to contradict the previously stated logic. Which option have you decided on and what was your reasoning. Cheers by the way, as I've said in a previous post I've only ever played the Director's Cut.
 
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  • Posted Sat Jan 21, 2012 6:18 pm
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Chris J Davis
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nicknotts wrote:
Hi there, just looking for some clarification on the new edit to the Twilight rules. In the variant section it states the aim as "This variant addresses both of these issues by changing the rules back to their original form and causing investigators to have their own dark cards drawn when entering seedy locations", but in v3.0 the next section reads "Whenever an investigator enters a seedy location, that player may draw a light card and their investigator must dark-shift (if possible). When an investigator enters a ritzy location, another player must draw
one of that investigator’s dark cards (if possible, see “Drawing Dark Cards” below) and the investigator may light-shift (if possible)."
This is a change from the previous editions of the Director's Cut, and seems to contradict the previously stated logic. Which option have you decided on and what was your reasoning. Cheers by the way, as I've said in a previous post I've only ever played the Director's Cut.


If I understand you correctly, I think your confusion is based on my reference to the 'original rules'. The original rules I am referring to are actually Kevin Wilson's, from rules he had in mind previous to the ones that were actually published in the game. He stated in the forums (a long time ago) that originally, playing a dark card would light-shift your opponent's detective, but he said that playtesters then felt as if they didn't want to play dark cards on their opponents because it gave them a benefit. So he changed it so that playing a dark card instead (rather unthematically) light-shifted your own detective.

Hope that helps!
 
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  • Posted Sun Jan 22, 2012 12:53 am
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nick notts
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Cheers for responding, humour me, in v2.1 you say "When an investigator enters a seedy location, another player must draw one of that investigator’s dark cards (if possible, see “Drawing Dark Cards” below) and the investigator may light-shift if possible)." and in v3 this is changed to "Whenever an investigator enters a seedy location, that player may draw a light card and their investigator must dark-shift (if
possible). In the orignial version you said that this was to represent the danger to the character of having to enter a seedy location. Why have you made it a draw light card, and darkshift is v3. I'm sure when I get my head round it it will all drop into place. Thanks for your time.
 
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  • Posted Sun Jan 22, 2012 7:41 pm
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Chris J Davis
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nicknotts wrote:
Cheers for responding, humour me, in v2.1 you say "When an investigator enters a seedy location, another player must draw one of that investigator’s dark cards (if possible, see “Drawing Dark Cards” below) and the investigator may light-shift if possible)." and in v3 this is changed to "Whenever an investigator enters a seedy location, that player may draw a light card and their investigator must dark-shift (if
possible). In the orignial version you said that this was to represent the danger to the character of having to enter a seedy location. Why have you made it a draw light card, and darkshift is v3. I'm sure when I get my head round it it will all drop into place. Thanks for your time.


I just realised that I had got it thematically backwards in the first version. Thematically, when a detective enters a seedy location, you want there to be a higher chance of something bad happening to him there than something good. Originally I thought this was best represented by having another player draw one of your dark cards, then light-shifting. Later I realised that this would actually increase your chances of something bad happening somewhere else, and so changed it so that the dark shift happened at seedy locations instead, with a light card draw.
 
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  • Posted Sun Jan 22, 2012 7:49 pm
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Chris J Davis
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Think of it this way: if you are fully dark-shifted and you enter a seedy location under the v2.1 rules, then the highest value dark card an opponent can play on you is cost 2 (as you have light-shifted 2 spaces from entering the location). Under the v3.0 rules, the highest value card you can play is cost 4. The latter seems more appropriate to me for seedy locations.
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  • Posted Sun Jan 22, 2012 7:58 pm
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Chris J Davis
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Ah, I've also just noticed something that may also be causing confusion: in v3.0, in the italicised text introducing and explaining the background of the variant Twilight card rules, I state that investigators will now have their own dark cards drawn when entering seedy locations, but then later on I go on to explain that investigators should draw a light card when entering seedy locations. This is simply because I forgot to change the italicised text between v2.1 and v3.0! whistle
 
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  • Posted Sun Jan 22, 2012 8:21 pm
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nick notts
United Kingdom

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Cheers for that, all makes sense now, thanks again for the variant.
 
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  • Posted Mon Jan 23, 2012 9:34 am
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N Koff
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Portage
Michigan
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Beautifully done!
I'll trade for the game, and introduce it with your 'cut' cool
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  • Posted Thu Feb 9, 2012 3:02 pm
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Joshua Marcus


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Just acquired Android and played a 3 player game last night. Even without using the Director's cut rules we had a great time, though some decision paralysis brought on by the huge number of options overwhelmed one of the players at first. By the end all three of us loved the game and look forward to the next one, and are very intrigued to modify things with these Director's cut rules.

It's a little unclear from the text, but are their certain variations that you feel are essential to implement together rather than piecemeal? I assume everything within each big blue header section is meant to go together, but thoughts on other bits?

The one we are most excited to try is the "actual murder mystery" variant combining the Hunches with a true culprit. This is followed closely by adding the NPC encounters. Advice welcome.
 
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  • Posted Sat May 19, 2012 1:48 am
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