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Bridgetown Races» Forums » Variants

Subject: Some Variants from the Game's Author rss

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Carey Grayson
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Not included in the game, so offered on BGG only, here are a few variants that you can try the next time you play Bridgetown Races. Just agree before hand which variants you plan to use.

6 Rounds: Works especially well with 3 or 4 players and increases the chance someone will score 8 flags in a game. It also helps even things out a little if you had a bad round. Keep in mind it adds a few more minutes to the game.

Tie Breaker: This was already discussed in another [article=588476]forum[/article], but I'll mention it here as well. Between the tied players, look to see who has the flag (or flags) with the slowest form of transportation (e.g. White = Walking). If both have it, go to the next one. Since these are slower, it is theoretically harder to get around and so more deserved. Thanks to KC Humphrey (Designer of Havoc: The Hundred Years War) for this suggestion.

Blue Flags: At setup, place a blue flag on the Steel Bridge as before, then put all the remaining blue flags into the bag (regardless of number of players). Always draw for the Steel Bridge last at the end of the round. If no blue flag is drawn then any color flag may go on the Steel Bridge and be picked up in the usual manner. Otherwise, if a blue flag is drawn, it goes on the Steel Bridge. This is true even if a flag of a different color is already there. Put the blue flag in its place and return the other flag into the bag. To be sure, there is only ever one flag on the Steel Bridge. This version makes the Blue Flags harder to get, so you may want to play 6 rounds as well.

Double: After doubling the base speed, add any bonus value for extra players that share the same mode of transportation as you. This is a great way to move even further on your turn and speeds up the game a little.

Draw Bridge: The bridge that is just downstream from the sail boat (round counter) is considered "UP" and cannot be crossed this round. You may want to lay the flag sideways as a further reminder this flag cannot be picked up and stand it back up again once the round is over. This makes for a more challenging game. You may want to play using 6 rounds.

Dragon Boats: You're in Portland, so what better way to move down river than riding in a Dragon Boat? Sadly, this mechanic fell away early in the development, but now you can try it if you like. First of all, the spaces just to right of the Fremont and Ross Island bridges are considered entry points for riding the Dragon Boat. To remember this, you may want to place a wooden cube (or something) next to both of these spaces. To enter the Dragon Boat, you must end your last racing round on one of the entry spaces. Count out loud so every knows you were successful and then move your racer to the opposite end of the river, placing it on the other entry point. When done properly, you should be at the other end of the river at the start of the next game round. This is a good way to speed up the game, but it is tricky to do so be careful!

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