$18.00
GeekGold Bonus for All Supporters: 105.32

6,586 Supporters

$15 min for supporter badge & GeekGold bonus
41.5% of Goal | left

Support:

Recommend
3 
 Thumb up
 Hide
9 Posts

Rex: Final Days of an Empire» Forums » General

Subject: Any shorter game variant exists for this? rss

Your Tags: Add tags
Popular Tags: [View All]
Masoud Tabatabaei
Luxembourg
Luxembourg
flag msg tools
mbmbmbmbmb
I really like this game and am feeling bad that I have put it now in my for trade list. But every time I tried it, it took close to 5 hours to play. Is there any suggestion/variant to make the game be played in 3 hours or so?

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Luke
Italy
flag msg tools
mbmbmbmbmb
Play 7 rounds instead of 8, it will save you 1 hour, but let the players recover some more casualties each round (balanced according to their race). We now always play 7 rounds.

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Masoud Tabatabaei
Luxembourg
Luxembourg
flag msg tools
mbmbmbmbmb
Soul_Guile wrote:
Play 7 rounds instead of 8, it will save you 1 hour, but let the players recover some more casualties each round (balanced according to their race). We now always play 7 rounds.


Yes, last time we actually was forced to do it at the end because of lack of time, but it still is much more than 3 hours.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Salman Qaisar
United Kingdom
flag msg tools
mbmbmbmb
Soul_Guile wrote:
Play 7 rounds instead of 8, it will save you 1 hour, but let the players recover some more casualties each round (balanced according to their race). We now always play 7 rounds.


So each faction gets normal free re-enforcements +1 ?

Regards, Sal
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Luke
Italy
flag msg tools
mbmbmbmbmb
I replied too fast. Giving +1 units to everybody is fast but would double the amount of units some races get, unbalancing a bit the races.

We've been playing 7 turns with the following variants:
[geekurl=https://boardgamegeek.com/article/17594625#17594625]Location Cards[/geekurl] and [geekurl=https://boardgamegeek.com/article/15937770#15937770]Turn order cards[/geekurl].

The Location cards in particular allow the players to recover units a bit faster. If you dislike this variant I recommend at least to use the Turn order cards and amend them to your liking, mine is:


1st - no benefit
2nd - increase your free casualy recovery by 2 this round (the max is still 5)
3rd - gain 4 Influence
4th - you decide how to break ties in combat
5th - you can discard one strategy card
6th - you are forced to pick turn card number 1 the very next turn [this is needed to avoid loops]

you can find the explanation here: https://boardgamegeek.com/article/17411301#17411301
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Salman Qaisar
United Kingdom
flag msg tools
mbmbmbmb
Soul_Guile wrote:
I replied too fast. Giving +1 units to everybody is fast but would double the amount of units some races get, unbalancing a bit the races.

We've been playing 7 turns with the following variants:
[geekurl=https://boardgamegeek.com/article/17594625#17594625]Location Cards[/geekurl] and [geekurl=https://boardgamegeek.com/article/15937770#15937770]Turn order cards[/geekurl].

The Location cards in particular allow the players to recover units a bit faster. If you dislike this variant I recommend at least to use the Turn order cards and amend them to your liking, mine is:


1st - no benefit
2nd - increase your free casualy recovery by 2 this round (the max is still 5)
3rd - gain 4 Influence
4th - you decide how to break ties in combat
5th - you can discard one strategy card
6th - you are forced to pick turn card number 1 the very next turn [this is needed to avoid loops]

you can find the explanation here: https://boardgamegeek.com/article/17411301#17411301


Thanks, im looking through all the entries u quoted, seems like still a work in progress.

Regarding turn order variant, have u had a look at this one that's listed in the files:

https://boardgamegeek.com/thread/846296/turn-order-alternati...

He made some cards for that:
https://boardgamegeek.com/filepage/81717/turn-order-variant

In summary, he made:
(One): + 1 to all combat dials used by this player.
(Two): - 1 to the cost of each strategy card bought by this player.
(Three): + 2 Influence for the player who picks this card.
(Four): Units have a movement of + 1 for this player.
(Five): + 1 Free recruit for this player when you draw this card
(on top of the recruit limit of 5).
(Six): 1 extra unit is deployed to anywhere else for free during deployment phase. The rest are as normal.

It seems more ... Exciting, maybe?
But i dont know if they will be too unbalanced in practice.
Also i wonder whether the ordering need change - as i agree with u that turn 1 + 6 have most advantage, and 3+4 least.

Your turn order seems more ... i dunno... deterministic + subtle - eg will 5 will frequeently be picked by Letnev, to free his hand?

Please don't take this negatively, i'm new to Rex, like it in principle, but want to be able to get it played more often.
So i feel it need something to a) speed the game, b) make turn order mean more, c) help players who are low on certian needs (influence/troops/cards etc)
- SO im just wondering which turn order system to follow?

What are your thoughts, Luke (and Chris + others)?

Regards, Sal

ps. I'll copy this message into the main turn order thread that Chris created also - maybe it's better to continue there.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Glenn McMaster
Canada
flag msg tools
masoudtab wrote:
I really like this game and am feeling bad that I have put it now in my for trade list. But every time I tried it, it took close to 5 hours to play. Is there any suggestion/variant to make the game be played in 3 hours or so?



You could try the original Dune version, which was 3 strongholds for victory (solo or in a 2 way alliance). If three centers are needed for 2-way alliance victory the game will probably end on the first nexus, so there is a little tweak needed to get the game to 3hrs. Instead of needed to do it once, make it that you need to do it twice. So, if a two-way alliance has controlled 3 centers, it needs to do it a second time, then it wins.


1 
 Thumb up
0.25
 tip
 Hide
  • [+] Dice rolls
Masoud Tabatabaei
Luxembourg
Luxembourg
flag msg tools
mbmbmbmbmb
GLENN239 wrote:

You could try the original Dune version, which was 3 strongholds for victory (solo or in a 2 way alliance). If three centers are needed for 2-way alliance victory the game will probably end on the first nexus, so there is a little tweak needed to get the game to 3hrs. Instead of needed to do it once, make it that you need to do it twice. So, if a two-way alliance has controlled 3 centers, it needs to do it a second time, then it wins.


Interesting, I'll try it next time we play.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Glenn McMaster
Canada
flag msg tools
Post a thread on how it went, player thoughts, if you could.

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
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.