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Subject: Additional hand rss

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Christian Lemay
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For production matters (each punchboard must be the same to save money), we had to produce an additional "hand", which has no purpose for now.

If anyone has an idea how to create a variant with this material, we would be happy to test it.

Thanks!

Comet
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Romain Jacques
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The Castello variant:

Cubes that are used to finish building of the neutral architect (yellow) are put on the additionnal hand temporarily. At the end of the century, before scoring, starting with the player who took the neutral architect, all cubes on the additionnal hand are transfered on one influence zone of his choice (except the citadel). Clockwise thereafter all players do the same.
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Tyler Somer
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Legacies Variant

This variant enhances the theme of the influential family, with one generation providing a legacy for the following generation. Players choose how they will use their legacies: to increase their workforce or to create an enduring legacy (both in the Family Rules and the Complete Rules), or to derive an extra power from their preferred Leader (Complete Rules only). The extra-hand tile shall be called the "Legacy Tile" for this variant.

During the initial set-up, each player places one worker on the legacy tile.

Increasing one's Workforce: During play, if a player has one or more workers on the legacy tile, he may use as few or as many as needed workers from the legacy tile, just as if the workers were on the player's own active tile.

Example: Paul has 2 cubes on his active hand tile and 3 cubes on the legacy tile. Paul takes one cube from each tile and places these two workers on an incomplete church in the Irish District.

Enduring Legacy (1): Workers on the legacy tile are not considered "in front" of the players, so a player may leave any of his workers on the legacy tile as a tactical choice to bring about the "End Of A Century" condition "1" sooner! (A player may also foolishly forget that he has workers on the legacy tile, and miscalculate the "End Of A Century" condition 1!)

Edit:
I have just read other forum posts and have been reminded of game-breakers. If you have a game-breaker in your group, this Enduring Legacy could be used by the same player on consecutive centuries to shorten the game unreasonably so. Therefore, I offer two possible fixes.

In the case of playing Family Rules, or if playing Complete Rules and the player did not select a Leader Card during this century, then apply the following:

If a player brings about the "End Of A Century" condition 1 while he has cubes on the legacy tile, then...
(a) one of that player's legacy cubes is returned to his passive supply, AND that player cannot add cubes to the legacy tile at this current End Of Century; or
(b) three of that player's legacy cubes are returned to his passive supply. (If fewer than three such cubes exist, then the difference is taken from the legacy cubes that would be placed at the current End Of Century.)

These proposed fixes should prevent a game-breaker from abusing the variant, by removing end-game VPs and by limiting that player's ability to select a Leader Card in the following century. (See below.) Note that if playing Complete Rules and the player has selected a Leader Card during this century, then bringing about the "End Of A Century" condition 1 while he has cubes on the legacy tile will not be penalized.
End edit.

Establishing and Expanding Legacy: At the end of each century (including the fourth century), delay returning worker cubes to each player until AFTER the scoring is complete (whether simple scoring under Family Rules, or after the series of cascades under Complete Rules). Then look at each of the 5 zones of power: each player moves one worker cube from each zone where he has workers, to the legacy tile. The remaining cubes are returned to the players as normal.

Example: Paul has 13 workers in four zones of influence, namely all but Economy, so Paul moves four cubes to the legacy tile. The remaining 9 workers are placed in Paul's passive supply.

Enduring Legacy (2): During Final Scoring, each player scores 1 VP for each multiple of 2 workers on the legacy tile (including those earned at the end of the fourth century). This is a new and separate scoring action, and it cannot be combined with Final Scoring "b."

Example: Paul has 3 workers on his active hand tile, so he earns 1 VP for these workers. In addition, Paul also has 7 workers on the legacy tile, so he earns 3 VP for these workers. Paul is limited to just these 4 VP, and he is not allowed to combine the 10 workers to earn 5 VP.

ADDITIONS TO THE COMPLETE RULES:

This is the scenario which truly emphasizes each family's legacy: If a family has established itself as influential, the benefits are realized from one generation to the next. Supporting an equally influential Leader allows the player's family to secure more advantages.

In order to select a Leader Card during any century, a player must have at least as many worker cubes on the legacy tile as the current century. When a player selects a Leader Card, he removes as many cubes (as the current century number) from the legacy tile and distributes them accordingly:

1. In the first century, the cube is placed on the zone matching the selected Leader Card.
2. In the second century, one cube is placed on the zone matching the selected Leader Card, while the other is placed on the player's active hand tile.
3. In the third and fourth centuries, the first two cubes are placed as the second century (one on the matching zone and one on the player's active hand tile), and the additional cube(s) is(are) placed on any zone(s) of the player's choice or on his active hand tile.

Example: In the first century, Paul chose early on to use his legacy cube as an active worker. Paul no longer has the option to select a Leader Card during this century.

Example: In the third century, Paul has 5 cubes on the legacy tile. Paul selects the Economic Leader, and so he takes 3 of his cubes from the legacy tile, placing 1 on the yellow corner, 1 on his active hand tile, and he chooses to place the third cube on the Citadelle.

Example: In the fourth century, Paul has exactly 4 cubes on the legacy tile, and he selects the Political leader. He takes all 4 of his cubes from the legacy tile. After he places one cube on the red corner and one on his active hand tile, Paul chooses to place an additional cube on his active hand tile and the last cube on the blue (Culture) corner.

If the player is the second, or later, to select a Leader Card during the century, that player still activates workers from the passive supply according to the standard rule.

Also note that Events in the fourth century could have an effect on the legacies, so players should be doubly aware of these effects.
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Tyler Somer
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Family Obligations Variant

A prestigious family will always provide for its future generations, as well as meet its obligations to nationhood and to The Church. This is evident by the familiar adage: "The eldest son is for family, the second son is for country, and the third son is for God." That is to say, the first son will follow in his father's line of business, the second son will enter the military, and the third son will enter the priesthood.

In this variant, each player (family) must meet its minimum obligations. If the obligations are met, then extra workers are made available to the family. If obligations are not met, then prestige is lost in the form of victory point penalties.

Game-play:

This variant is in addition to the set of Compete Rules, as selecting Leader Cards is integral.

The extra hand tile shall be called the Obligation Tile for this variant.

During the initial game set-up, and to begin each of the later centuries, each player ensures that three of his worker cubes are on the obligation tile (taken from his passive supply). During the course of the century, players gain access to these workers as they meet the conditions for their family obligations. These conditions are described below:

1. Once a player has a worker cube in the purple corner (Religion), one cube is immediately removed from the obligation tile and is placed on the player's active hand tile.

2. Once a player has a worker cube in the Citadelle (Military), one cube is immediately removed from the obligation tile and is placed on the player's active hand tile.

EDIT:
3a. If a player selects the Religious Leader card or the Military Leader card, and once the player has a worker cube in the corresponding area, a second cube is immediately removed from the obligation tile, but this is placed in the player's passive supply.

3a[1]. If a player selects the Religious Leader card, and once the player has a worker cube in the Purple area, a second cube is immediately removed from the obligation tile, but this is placed in the player's passive supply.

3a[2]. If a player selects the Military Leader card, and once the player has four worker cubes in the Citadelle, a second cube is immediately removed from the obligation tile, but this is placed in the player's passive supply.
END EDIT

3b. If a player selects the Political Leader card, Economic Leader card, or the Cultural Leader card, and once the player has a worker cube in the corresponding area, one cube is immediately removed from the obligation tile and is placed on the player's active hand tile.

The above obligations may be completed in any order.

If a player is the second, or later, to select a Leader Card during the century, that player still activates workers from the passive supply according to the standard rule.

At the end of the century, scoring is completed normally. In addition, if a player has any worker cube(s) on the obligation tile at the end of the century, then that player loses VP.
Penalties assessed: 1 cube = -1 VP. 2 cubes = -3 VP. 3 cubes = -6 VP.


Example 1: At the end of the first century, Peter has 2 cubes on the obligation tile. (He placed workers on the Citadelle, the Political zone, and the Cultural zone, and no place else. Even though he had the Economic Leader card, he was not able to gain the other obligation cubes.) Peter's obligation penalty is 3 VP.

Example 2: Early in the second century, Peter selects the Religious Leader card. Later, Peter places a worker cube in the Citadelle, and so transfers a cube from the obligation tile to his active hand tile. Later still, a church is completed with some of Peter’s workers, and those workers are placed in the Religious zone. As a result of this, the remaining 2 cubes are removed from the obligation tile, with one placed on his active hand tile and the other placed in his passive supply.

Example 3: In the third century, Peter places a worker in the Citadelle, and so transfers a cube from the obligation tile to his active hand tile. On his next turn, Peter sees that the Military Leader card is still available, so he selects that card. Since Peter already had a worker on the Citadelle, his additional three from the Leader card gives him the required four cubes. This allows him to take another worker cube from the obligation tile, but this second cube is placed in his passive supply. Later, Peter has a worker placed in the Religious zone, so he is able to take the last obligation cube and place it on his active hand tile.

Example 4: In the fourth century, Peter selects the Economic Leader card. During the course of this century, Peter later manages to have workers placed in the Citadelle, the Religious zone and the Economic zone. Each of these worker placements allowed Peter to transfer one obligation cube to his active hand tile.
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Christian Lemay
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The first one is similar to something we tested for an expansion (if the game is succesfull enough).

The second one reminds me many games of the recents years where you have to "pay" somehing (food, gold, etc.) at some points in the games... Agricola, World without end, Notre-Dame... Interesting.

Merci!

Comet
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Tyler Somer
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Comet wrote:
The first one is similar to something we tested for an expansion (if the game is successful enough).

The second one reminds me many games of the recent years where you have to "pay" something (food, gold, etc.) at some points in the games... Agricola, World without end, Notre-Dame... Interesting.

Merci!

Comet

I hope, for many reasons, that the game is successful. I love variety, and this game provides quite a bit of variety already! (... and I am also waiting for my Hitchcock card to arrive, to add yet another flavour to this game ...) Are you thinking of adding more events, among other things?
Tyler.
 
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Romain Jacques
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Comet wrote:
The first one is similar to something we tested for an expansion (if the game is succesfull enough).

Really? Not a good sign. You did not keep this excellent idea.
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Christian Lemay
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JackBurr wrote:
Comet wrote:
The first one is similar to something we tested for an expansion (if the game is successful enough).
The second one reminds me many games of the recent years where you have to "pay" something (food, gold, etc.) at some points in the games... Agricola, World without end, Notre-Dame... Interesting.

Merci!
Comet

I hope, for many reasons, that the game is successful. I love variety, and this game provides quite a bit of variety already! (... and I am also waiting for my Hitchcock card to arrive, to add yet another flavour to this game ...) Are you thinking of adding more events, among other things?
Tyler.


Yes, we thought of new events, new leaders and new "core" mechanics.

Comet
 
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