The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica
Recommend
 
 Thumb up
 Thumb up
11 Posts

TransAmerica» Forums » Variants

Subject: Variant without random destinations rss

Your Tags: Add tags
Popular Tags: [View All]
Andrew Rowse
United Kingdom
North London
flag msg tools
designer
Avatar
mbmbmbmbmb
This is an attempt to remove the randomness of destination cards.

At the start of each round, each player secretly selects a city from each area, and notes it down.

Play continues as normal.

When it is time to score points, each player scores +1 point for each city that they (and only they) selected. Each player scores -1 point for each city that they and at least one other player selected.

Haven't tried it, so I'm unsure whether the points +/- is balanced, but I think the principle would make for an interesting game. Probably best paired with vexation.
 
 Thumb up
 tip
 Thumb up
Bruce Murphy
Australia
Pyrmont
NSW
Avatar
mbmbmbmbmb
How does this help? Or interact with connections?

This is a light random game. Enjoy it as is.

B>
3 
 Thumb up
 tip
 Thumb up
Andrew Rowse
United Kingdom
North London
flag msg tools
designer
Avatar
mbmbmbmbmb
The game plays exactly the same, except players get to choose what destinations they are going for - so if they choose the 'easier'/'obvious' destinations, they take more of a risk that another player has also chosen that destination, and therefore risk points (both by completing the other player's route for them, and by losing points).

It helps address the issue where one player receives an easier random route and one player receives a more difficult one - more of an issue in Trans-Europa.

The interaction with connections is the same as normal, except with the added risk of completing another player's routes.

I do enjoy the game as it. I am proposing a change to change the randomness into a bluffing/metagaming component, which some people (including myself) also enjoy. We can enjoy multiple different things! The 'enjoy it as it is' feedback is quite pointless.
 
 Thumb up
 tip
 Thumb up
Bruce Murphy
Australia
Pyrmont
NSW
Avatar
mbmbmbmbmb
Ah. This wasn't clear from your original post. I confidently predict that adding an effectively blind-guessing metagame (bluff isn't exactly right here) would make the game deeply tedious. If you're looking to reduce randomness, this is not the way.

B>
4 
 Thumb up
 tip
 Thumb up
Andrew Rowse
United Kingdom
North London
flag msg tools
designer
Avatar
mbmbmbmbmb
thepackrat wrote:
I confidently predict that adding an effectively blind-guessing metagame (bluff isn't exactly right here) would make the game deeply tedious. If you're looking to reduce randomness, this is not the way.
B>


Fair point. I was also considering whether it might be a good idea to limit player choice, by not allowing a player to choose any of the cities he has chosen during the last three rounds - this would mean that the metagame would change from round to round.
 
 Thumb up
 tip
 Thumb up
Bruce Murphy
Australia
Pyrmont
NSW
Avatar
mbmbmbmbmb
KAndrw wrote:
thepackrat wrote:
I confidently predict that adding an effectively blind-guessing metagame (bluff isn't exactly right here) would make the game deeply tedious. If you're looking to reduce randomness, this is not the way.
B>


Fair point. I was also considering whether it might be a good idea to limit player choice, by not allowing a player to choose any of the cities he has chosen during the last three rounds - this would mean that the metagame would change from round to round.


Mmm, forcing people inevitably into even worse blind decisions. I think you should seek out a different game. If you want to do blind biddy/bluffy things, the new Sneaks & Snitches is a fine light/fast game, and leave Trans* as a game where you try to leech off other people's networks as efficiently as possible.

B>
2 
 Thumb up
 tip
 Thumb up
Andrew Rowse
United Kingdom
North London
flag msg tools
designer
Avatar
mbmbmbmbmb
thepackrat wrote:
Mmm, forcing people inevitably into even worse blind decisions.

Quite the opposite, I would have thought. You know that some cities will be 'safe', because other players have all used them at some point recently, and you know that some cities will be higher risk. You can plan which combinations of cities you want to leave available to use in future rounds.

Quote:
I think you should seek out a different game. If you want to do blind biddy/bluffy things, the new Sneaks & Snitches is a fine light/fast game, and leave Trans* as a game where you try to leech off other people's networks as efficiently as possible.


Thank you for the advice - I will be sure to check that game out.

However, I enjoy trying variants, and I remain convinced that there is a way to maintain the fundamental gameplay of Trans* while removing elements of the randomness. Admittedly, all the ones I can think of involve adding extra downtime to the game, which might not be some people's cup of tea.

For instance, I am trying to work out whether it would be possible to create a pick-your-destination-as-you-go mechanic. Perhaps by having a stack of numbers (1-6) for each colour, and allowing each player to select a destination city each turn - once chosen, the choice is binding (and secret), and the player takes the lowest remaining number card for the city's colour. During scoring, points would be adjusted in some way depending on whether a player's shared a connected city with players holding higher/lower numbers for that colour.
 
 Thumb up
 tip
 Thumb up
Bruce Murphy
Australia
Pyrmont
NSW
Avatar
mbmbmbmbmb
Your next logical step should be some sort of auction

B>
4 
 Thumb up
 tip
 Thumb up
Bruce Murphy
Australia
Pyrmont
NSW
Avatar
mbmbmbmbmb
Perhaps this:

For smaller player numbers put all the cards (including the normally removed ones) in shuffled piles by colour. To start, let players blindly draw a card from at least 3 (up to all) piles. On all future turns, they have the option to draw one more card from any pile instead of (possibly in addition to) one of their track lays.

Scoring is as before, except that:

- 2 pts for each pile (city colour) you have no cards from.
- halved penalty points for unconnected cities of a colour where you have a different, connected, city.

Needs an auction and some sort of worker placement.

B>
1 
 Thumb up
 tip
 Thumb up
John Bohrer
United States
Pittsburgh
Pennsylvania
designer
publisher
Avatar
mbmbmbmbmb
Here is a non-random 5 player setup:

Each player gets a set of cards (Example: Pete gets the Red cards)

Each player chooses a card from their deck and passes the deck to the player on their left. (Example: Pete takes a red card and passes the remaining red cards to Dave (on his left) and gets the green cards from Vince (on his right)

This continues until each player has their 5 different color cards. Have fun.
2 
 Thumb up
 tip
 Thumb up

Lacombe
Louisiana
msg tools
It was a dark and stormy night.
Avatar
mbmbmbmbmb
John Bohrer wrote:
Here is a non-random 5 player setup:

Each player gets a set of cards (Example: Pete gets the Red cards)

Each player chooses a card from their deck and passes the deck to the player on their left. (Example: Pete takes a red card and passes the remaining red cards to Dave (on his left) and gets the green cards from Vince (on his right)

This continues until each player has their 5 different color cards. Have fun.


I was going to suggest a draft.

Sounds like a good idea to me.
2 
 Thumb up
 tip
 Thumb up
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.