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
1 Posts

Batavia» Forums » General

Subject: How to pimp it up? rss

Your Tags: Add tags
Popular Tags: [View All]
Armin Sudhoff
Germany

Hi, altogether...

First of all, we played the game only twice (5er and 3er). So I am not an expert and maybe miss some "game-deepness".
Second: I am not a war-gamer and love many Eurogames...
...however Batavia seems to me not like a game at all, but more like a "simulation". I don't have the feeling, to interact (= compete) with other players as much as in other Euros...

Points, that make me feel Batavia to be a "simulation":
1.) You almost cannot "force" opponents to draw the two cards (if you try, you will only hurt yourself - pirates!). (Happened only once in the 5er game.. but not because the person was forced it was "randomness").
2.) The auctioned cards mostly cost the same. So you can almost only try to get the "good draws"... but as other players do the same, it is just luck, who has the most cash in the right moment. There's no other use for cash (until the end)
3.) Too many different wares: Competition for a type of ware is not rewarded. Seems better, to have a "box" in every trading post.
4.) Game is too short to "plan ahead".

I now have the following ideas, to pimp the game up:
1.) If someone moves his figure to get a ware-chip when having a majority, an other player can intervene: If he discards more matching ship-cards from his hand, than the active player has lying in front of him, the ware-chip goes to the the intervening player instead and (he also places one of his boxes on the according trading post). Afterwards the active player can try to get a different chip by "using" another majority (even by playing more cards). If he can't get a chip this turn, he may draw 2 cards. The figure remains at the last collected chip (regardless, who got the chip).
That way the player after a pirate attack cannot get chips that easily just by playing one card of a sunken company (second player by playing two and so on).
2.) This works fine/maybe is needed with 1.):
After an auction, before money is distributed, any player may "pay" 1 "money" to each opponent, to take part in another auction. The money for the "old" auction is then not yet distributed, but put in front of the according players. They may not use it in this round yet for following auctions. Don't know, if it's clear, what I mean... bad english ;-) just ask!

What do you think? Any more ideas?

Greetz, HivedOne!
 
 Thumb up
 tip
 Thumb up
  • Last edited Sun May 22, 2011 11:32 pm (Total Number of Edits: 1)
  • Posted Sun May 22, 2011 11:30 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
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.