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Board Game:
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Chris Montgomery
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Jul 29, 2010
PerryRhodanVariants1.0.txt (4 KB) (Log in or Register to download.)
A translation of the german 3-player variant by the designer.
Downloads:123
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Heinrich Glumpler
Germany
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Hi,

well - how to say it?

These rules differ from my rules at some points. You might check out my english translation here ...

http://snipurl.com/10973p [www_erlkoenig_ws]

The english text file can be downloaded here...

http://snipurl.com/10975p [www_erlkoenig_ws]

Choose whichever rules you like more - it's o.k. with me as long as you have fun with the game

Best Regards
Heinrich
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  • Posted Thu Aug 5, 2010 8:16 pm
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Gláucio Reis
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This really shouldn't have been posted as a translation. It differs in several points, as Heinrich says, and not only in the setup, as the poster claims. I haven't tried either version, but based on my non-trivial experience with the game, I'm inclined to say that Heinrich's must work much better.

However, I dislike the third player option in the setup (the same in both versions) to discard the entire hand and draw 5 new cards. It's clearly the weakest, and a player is forced to take it if it's the only one left. I would change it to "he may discard as many cards as he wants and then draw the same number".

Also, the rules should be more specific regarding when those options are executed. I assume they are executed as soon as they are chosen, except of course for starting the game. But in order to keep them relatively balanced, I think they should happen after all players choose, and the start planet should be selected before the player with the discarding option decides how to use it.

And I have a question for you, Heinrich: Why the additional restriction on the hyperstorm card? OK, you are probably trying to avoid frequent reshuffling, but I think that wasting an entire turn to play the card is too harsh. Perhaps make it cost an action (or the flight)?
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  • Posted Fri Aug 27, 2010 7:17 am
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Heinrich Glumpler
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Hi Cláucio,

****
"discard entire hand and draw 5 new cards" as a rule is ... bad.

Your variant is much, much better (why didn't I think of that? shake ).

I already changed the rules accordingly at my website.

http://snipurl.com/10tm32 [www_erlkoenig_ws]

I will check if any updates are necessary in other places.

****
I am a little bit unsure regarding the execution of options - for the time being the options must be executed at once. I will re-check this sometimes and until then will appreciate any feedback regarding this point.

(for clarification: executing the option "choosing the start player" just means to select the player who *will* start the game)

****
Regarding your question - you do not waste an entire turn to play the hyperstorm card. The rules only demand that you play it as the last action in your turn.

Clarification:
The rule is in fact only slightly more restrictive than in the 2-player game.
In the 2-player game you can execute a flight, two planetary actions and one intervention before playing the hyperstorm and thus ending your turn.
In the 3-player game the hyperstorm must be played as first intervention (NOT "first action"), so you can still play the flight and two planetary actions in your turn.

Thank you again, Gláucio, for supporting my game - that's just what you're doing (here and in other places).

Best Regards
Heinrich

edit: Clarification

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  • Edited Sun Aug 29, 2010 8:37 am
  • Posted Fri Aug 27, 2010 8:02 am
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Gláucio Reis
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nosferrari wrote:
I am a little bit unsure regarding the execution of options - for the time being the options must be executed at once.

My reasoning is that choosing the starting planet should be an informed decision. Even in the two-player game, sometimes it's hard to pick a "balanced" planet, and going first is generally better. Now having to do it before you know whether you are going to be second or third in turn order makes the option weaker. Likewise, exchanging cards, being the weakest option (you still depend on luck of the draw), should be executed last.

Quote:
(for clarification: executing the option "choosing the start player" just means to select the player who *will* start the game)

By the way, why is it "choosing the start player" instead of "being the start player", as in the original rules? I can't think of any reason for not choosing yourself. And if you do choose another player, you will give him a double benefit, as he will be picking another option and starting the game.

Quote:
Regarding your question - you do not waste an entire turn to play the hyperstorm card. The rules only demand that you play it as the last action in your turn.

OK, I see now that the rule says "first intervention". I think I was confused precisely because it differs from the original rules. In fact, it took me some time to notice the change in the card's procedure, in that you don't reshuffle any cards (this might be emphasized).

Quote:
Thank you again, Gláucio, for supporting my game - that's just what you're doing (here and in other places).

My pleasure, Heinrich. Thank you for this great little game!
 
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  • Posted Tue Aug 31, 2010 1:20 am
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Fallow
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I agree with most of your thoughts on this Gláucio!

I do not use the posted 3-player translation.

I use Heinrich's translation with the following changes:

* I bought an extra copy of the game so everyone has their own deck.(Everyone should buy their own copy anyway because it's such a great game!)

* The youngest player selects one of these possible actions but does not yet perform the action:
1- Select the planet that the ships will start on
2- Discard as many cards as desired and draw new ones (up to 5)
3- Be the starting player

Going around the table, the other players select one of the remaining actions but do not yet perform them. The same action may not be chosen twice.
After all actions have been chosen they are executed in the order listed; 1,2,3.

* Any player may neutralize an intervention OR a neutralize attempt. Example: Player A is in the lead with 50 points, player B is next with 40 points and player C is last with 30 points. Active player C lays down an 'Onboard Transmitter' intervention in order to switch his 1 good for player A's 3 goods. Player A wants to maintain his lead so he neutralizes it by discarding his own Onboard Transmitter card. Player B wants to catch up to player A so he says "Not so fast!" and discards his Onboard Transmitter to neutralize player A's neutralize attempt. This allows active player C's card to be played after all.

What do you think?

-Fallow



 
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  • Posted Sat Apr 23, 2011 7:16 pm
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Gláucio Reis
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Fallow wrote:
* I bought an extra copy of the game so everyone has their own deck.(Everyone should buy their own copy anyway because it's such a great game!)

Obviously, if you have access to two copies of the game, this is preferable. I thought of doing that myself, during the short time after I bought my English copy and before I sold my German one, but the opportunity didn't arise.

Quote:
* The youngest player selects one of these possible actions but does not yet perform the action:
1- Select the planet that the ships will start on
2- Discard as many cards as desired and draw new ones (up to 5)
3- Be the starting player

Going around the table, the other players select one of the remaining actions but do not yet perform them. The same action may not be chosen twice.
After all actions have been chosen they are executed in the order listed; 1,2,3.

This is what I suggested, except for the "youngest player" part, which is something I consider only when playing with children. But as I would likely be the most experienced player, I'd just let my opponents choose before me.

Quote:
* Any player may neutralize an intervention OR a neutralize attempt. Example: Player A is in the lead with 50 points, player B is next with 40 points and player C is last with 30 points. Active player C lays down an 'Onboard Transmitter' intervention in order to switch his 1 good for player A's 3 goods. Player A wants to maintain his lead so he neutralizes it by discarding his own Onboard Transmitter card. Player B wants to catch up to player A so he says "Not so fast!" and discards his Onboard Transmitter to neutralize player A's neutralize attempt. This allows active player C's card to be played after all.

I'm not sure I understand the reasoning, at least in this example. Anyway, I dislike the rule, as it seems too prone to kingmaking, and I think its usefulness would be very circunstancial.
 
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  • Posted Sun Apr 24, 2011 3:03 am
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Heinrich Glumpler
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Hi,

first - I appreciate your variant in general.

Instead of favoring the "youngest player" one might as well choose the player who came in last in the previous session (three player) or who lost the last session (two-player) - you we all get the idea, I think - although we might think up another rule regarding the seating order.
In any case - the most experienced player should be the last to choose.

> * Any player may neutralize an intervention OR a neutralize attempt

I am very wary of this variation. Currently the decision to play or card or not to play it does not require you to think much about it - it is a question wether one of your opponents is willing to give away his precious card just to block you - or not. It is a suspenseful decision too, because IF one of the two other players blocks you, well, things might turn bad for you.
The option that the other player will save you - or even the option that you yourself will be able to neutralize a neutralization - will take away a lot of the stress of you decision.

It might even end in a discussion where you try to convince another player to help you.

This is not intended in the design.

One could argue that this option is already in the game - in the case that you have two identical intervention cards. If the first one is blocked you can (re-neutralize) by playing the second one. The difference here is: Playing the second one is a new intervention (and your last in this turn) - whereby real re-neutralization would be part of your first card play.

Uh - I answered directly and did not much editing in this post - but I hope I made myself clear.

And - as always - this is my personal view of things

Thank you (all) for your support!
Heinrich

 
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  • Posted Sun Apr 24, 2011 1:09 pm
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Fallow
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Thanks for your thoughts!

Ah, convincing another player to help / kingmaking. I see the potential for that.
 
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  • Posted Sun Apr 24, 2011 3:01 pm
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