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**MOSHIN' JOSH** [Here to have fun!]
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"Sometimes game rulebooks are meant to be used as a guide - not chiseled into stone tablets as scripture. If using a specific rule makes a game more fun for you, then it is not only your right - but it is your duty to change it." --Rob Bell
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“My opinion is that a game has its own life when published, and is really alive when players want to add their own house rules!” --Bruno Cathala
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Sep 24, 2009
Lost Valley variants updated.doc (28 KB) (Log in or Register to download.)
This is an update to my previous variants file after further plays with some very experienced and intelligent gamers. The biggest change is the addition of rules for bridges under the ice block section, which potentially delay the endgame even more for those who like their Lost Valley games to last a bit longer. It is now a 2-page Microsoft Word document.
Downloads:168
Sep 1, 2009
Lost Valley variants.doc (25 KB) (Log in or Register to download.)
This is a handful of small rule changes which give players a little more flexibility over their items inventory and which prevent the game from ending just when their prospectors have finally collected some decent items. It is a single page Microsoft Word document.
Downloads:50
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Sterling Babcock
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Thanks. These look good!

A few comments:

- Starting: I like the idea of jump starting the game

- Equipment limit: Isn't that normal rules? Hold all you want until you move? Or were the actual rules "Hold and move all you want until the end of your turn, then discard." I cannot remember.

- Hunting: I like the peek idea. It makes the sting of missing less.

- Trading is cool. How often have you seen it used?

- Ice block: It seems like you are slowing down the game here. Perhaps that is what you intended.
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  • Posted Thu Sep 3, 2009 5:33 pm
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**MOSHIN' JOSH** [Here to have fun!]
Canada
Cambridge
Ontario
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"Sometimes game rulebooks are meant to be used as a guide - not chiseled into stone tablets as scripture. If using a specific rule makes a game more fun for you, then it is not only your right - but it is your duty to change it." --Rob Bell
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“My opinion is that a game has its own life when published, and is really alive when players want to add their own house rules!” --Bruno Cathala
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Thank you very much for your thoughts! You are clearly a big fan of this fine game, and I value your opinions very much.

Solamar wrote:
Thanks. These look good!

A few comments:

- Starting: I like the idea of jump starting the game


I find it makes for a more interesting start to the game. I've expanded a little more on my thoughts regarding this variant here: http://www.boardgamegeek.com/thread/431412

Solamar wrote:
- Equipment limit: Isn't that normal rules? Hold all you want until you move? Or were the actual rules "Hold and move all you want until the end of your turn, then discard." I cannot remember.


It's the latter. From "A Prospector's Inventory" on page 2 of the rulebook: "If a prospector cannot store all of his raw materials and/or wares in his inventory, then, at the end of his turn, he must choose which items to discard and return to the supply." I just like the thought of a prospector being able to pile up his goods in one place until he chooses to move camp.

Solamar wrote:
- Hunting: I like the peek idea. It makes the sting of missing less.


Exactly! It helps to avoid a situation where a player might roll poorly for a couple of turns in a row, only to end up with a rat. At least if they get unlucky with their first attempt, they can take a look at the animal to see whether it's worthwhile trying again. Plus, from a thematic point of view, it only makes sense that the prospectors can see what they're shooting at!

Solamar wrote:
- Trading is cool. How often have you seen it used?


To be perfectly honest, I haven't seen it used yet. But I found myself in a situation last game where the ice block was near the end of the river, I had run out of useful equipment, and if this rule had been in play, I would likely have even traded a gold counter for the opportunity to perhaps mine once or twice more before the end of the game. Of course, the other player would have to weigh whether it would be worth taking my gold in the hopes that the game would end before I had a chance to mine any more, and risk having the game last longer, allowing me to acquire more gold.

Solamar wrote:
- Ice block: It seems like you are slowing down the game here. Perhaps that is what you intended.


That is in fact what I intended! For us, this game has tended to leave us feeling like it's ended rather prematurely, leaving players wishing they had the opportunity to do a bit more mining. There's nothing more frustrating than finally collecting enough gold and materials to go all the way back to the trading post and get hold of some great equipment, only to have the game end before the serious mining can begin. But perhaps we're just having too much fun and don't want it to end! This rule and the starting inventory rule were created to address this issue.

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  • Posted Fri Sep 4, 2009 1:44 am
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**MOSHIN' JOSH** [Here to have fun!]
Canada
Cambridge
Ontario
flag msg tools
"Sometimes game rulebooks are meant to be used as a guide - not chiseled into stone tablets as scripture. If using a specific rule makes a game more fun for you, then it is not only your right - but it is your duty to change it." --Rob Bell
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“My opinion is that a game has its own life when published, and is really alive when players want to add their own house rules!” --Bruno Cathala
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I've posted an updated file with some further additions to the variant rules. I've also stolen 4 of the prospectors from Diamant to replace the Lost Valley pawns. They add very nicely to the theme!



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  • Posted Fri Sep 25, 2009 7:53 pm
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