The Hotness
Games|People|Company
Total War
Mage Knight: Board Game
Princes of the Dragon Throne
Infiltration
The Lord of the Rings: Nazgul
Eclipse
Doctor Who: The Card Game
Winter Tales
Empires of the Void
Lords of Waterdeep
Dominion
Android: Netrunner
Descent: Journeys in the Dark (Second Edition)
Snowdonia
Virgin Queen
Mice and Mystics
Libertalia
Dominion: Dark Ages
A Game of Thrones: The Board Game (Second Edition)
Agricola: All Creatures Big and Small
Munchkin
Pirate Dice: Voyage on the Rolling Seas
Twilight Struggle
Last Night on Earth: Timber Peak
Conquest Tactics
Glory to Rome
The Lord of the Rings: The Card Game
Arkham Horror
Ground Floor
Agricola
War of the Ring
7 Wonders
7 Wonders: Cities
Star Wars: X-Wing Miniatures Game
The Castles of Burgundy
1989: Dawn of Freedom
Trajan
Through the Ages: A Story of Civilization
Village
Kingdom Builder
Goa
Twilight Imperium (third edition)
Ora et Labora
Dominant Species
Sherlock Holmes Consulting Detective
Race for the Galaxy
King of Tokyo
Among the Stars
City of Horror
Battlestar Galactica
File Info Subscribe sub options | File Rolls
Board Game:
Title:
Language:
English
Uploaded By:
Troy McCloud
Spain

mbmbmb
License: © All rights reserved
Tags:
Your Tags: Add tags
Popular Tags: [View All]
Recommendations:
Recommend
13 
 Thumb up
 tip
Files
May 28, 2010
Paths of Glory - 3 & 4 Players Rules.pdf (33 KB) (Log in or Register to download.)
This is a optional rules for play Paths of Glory with three or four players at the same game.
Downloads:371
Post Comment
J Griffey
United States

Texas
Good work dividing the decks into Western and Eastern halves.

I like the idea of the CP players playing simultaneously, and the EP players playing simultaneously. That should speed up the game. This would mean each player has 4 Action Rounds in which to play a card or 1 OPs or roll on the Peace Table.

There are, if I read them right, two problems with the three-player game rules:

1) The Western Entente Powers player has only three card plays/Action Rounds, while the Central Powers player can make all six of his card plays/Action Rounds in the West? Won't the CP kill the WEP in the first three turns, August, September, Fall?

2) Restricting card play for Replacements Points so that only the Nations of the card-playing player receives the Replacement Points makes play of cards for RP only about 1/2 as valuable as before.

In the three-player game, this would mean the Central Powers player receives 100% of his RP points per play of card for RP, but the Entente Powers receive only about 50% of the card value.

The solutions are either doubling the amount of RPs a Western or Eastern player receives per play of a card, or, all players for Entente Powers and Central Powers receive RPs for play of a card.
 
 Thumb up
 tip
 Thumb up
  • Edited Sat Feb 25, 2012 6:17 pm
  • Posted Sat Feb 25, 2012 3:13 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Troy McCloud
Spain

mbmbmb
Hello and...

Thanks for your comments J.!! (¡hey! I'm happy for knows that someone in the world had read the rules modifications!.

About your Questions:

1)Yes, the fact about the two entente players have only three cards play can be very stressful for one player if he has to deal only with all Central Powers armys... But they have to remember they are two players!: if the CP Players focuses in a single Entente player the other EP can press the other front in a push for win the game. In the playtests this result in a lot of fun, with the French/English player calling for auxiliar offensive to the Russian Player (and viceversa) for remove the German threat to the other front. Of course, in the three first turns is more posible for CP player win pressing in Western front (this already happened in normal play), but in this case, the option of use 1 Free Ops is usually sufficient to stop the CP player until can be threatened by the other side.

2)Well... I think... You´re are right!. The maths of the matter are impeccable. This is a failure in the mod rules that we can´t see and I like the solution you found!. In the next play we´ll use them and I´ll tell you.

If you like the game (and have more friends that like it too) try to play and send me your impressions and opinions (and modifications!). Path of glory is a fun game, but with more players... There is more fun!.

T.

P.D.: In the more games we played, unless the player CP wins in the firts turns, then the game tends to elongate much but usually ends with German defeat unchanged.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Mar 11, 2012 11:50 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Nin Duski
Spain

Yes,

I like a lot this 4 player version, because of the simplicity of set-up.

As J Griffey has mention, I also think that the RP points rule should be revised in order to balance game.

I think is better to use RP as normal (which mean all CP, or AP gets all RP no matter who played the card), at the end players can discuss and say to his collegue, next time YOU play RP instead of me, or something..

What do you think?
 
 Thumb up
 tip
 Thumb up
  • Posted Thu May 24, 2012 12:39 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.