Michael Mehl
United States Colorado Springs Colorado
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So I am about to attempt my first game. The only rule's question that comes to mind is this. You can roll as many times you want to a point. After every roll you have to at least set aside one die. You will be unable to roll when you set aside your last die. Am I understanding the rules correctly.
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Jeff Paul
Canada Winnipeg Manitoba
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Yup. As long as you set aside a die, you can reroll. Note that once a die is set aside, you cannot roll it again later.
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John Earles
Canada Toronto Ontario
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tikiguy wrote: So I am about to attempt my first game. The only rule's question that comes to mind is this. You can roll as many times you want to a point. After every roll you have to at least set aside one die. You will be unable to roll when you set aside your last die. Am I understanding the rules correctly.
A minor edge case is that you can choose to use an ability after you set aside a die. So even after you set aside your last die you could still use the ability of the Laborer to bring a die in with a value of 1 as an active die. Then you would still have that die to continue with
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Michael Mehl
United States Colorado Springs Colorado
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I was a bit confused with bringing in dice with a value. They can still be rerolled correct. So long as a dice was already placed aside. Those characters can be helpful though if you needed the sort of value. Laborer brings a value one, you were already setting aside value one die. Just an example. Am I grasping that correctly?
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Steve Duff
Canada Ottawa Ontario
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Once you bring in a die with a set value, it's exactly the same as every other die you rolled. You can manipulate it, set it aside, or do nothing with it to re-roll later.
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Michael Mehl
United States Colorado Springs Colorado
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Thanks, this looks to be a fun, quick, dice game.
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Gerald McDaniel
United States Lakewood Colorado
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tikiguy wrote: Thanks, this looks to be a fun, quick, dice game.
It's not quick with six players, but it is fun!
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Grant Fikes
United States Abilene Texas
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TnT! wrote: Yup. As long as you set aside a die, you can reroll. Note that once a die is set aside, you cannot roll it again later.
You also cannot manipulate it using cards. Cards which manipulate dice (for example, the Serving Maid, which adds 1, 2, or 3 pips to a single die) can only be used on dice you haven't locked in yet, just as you can only reroll dice you haven't locked in yet.
gamesgrandpa wrote: tikiguy wrote: Thanks, this looks to be a fun, quick, dice game. It's not quick with six players, but it is fun!
There's a six-player variant? Do you add more cards beyond the ones included in the game, or not? With six players, the pickings could get very slim very quickly. . .
Also, part of the balance of the game is that the players take turns having first dibs in each round. With too many players (for example, 1,000), someone will surely get the King before this balancing mechanism can affect all of the players. I'm not saying this will necessarily happen with 6, but it's something to think about. After all, the game was designed for at most 5 players, and the designer is very, very, very much an expert in his field.
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Gerald McDaniel
United States Lakewood Colorado
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mathgrant wrote: TnT! wrote: Yup. As long as you set aside a die, you can reroll. Note that once a die is set aside, you cannot roll it again later. You also cannot manipulate it using cards. Cards which manipulate dice (for example, the Serving Maid, which adds 1, 2, or 3 pips to a single die) can only be used on dice you haven't locked in yet, just as you can only reroll dice you haven't locked in yet. gamesgrandpa wrote: tikiguy wrote: Thanks, this looks to be a fun, quick, dice game. It's not quick with six players, but it is fun! There's a six-player variant? Do you add more cards beyond the ones included in the game, or not? With six players, the pickings could get very slim very quickly. . . Also, part of the balance of the game is that the players take turns having first dibs in each round. With too many players (for example, 1,000), someone will surely get the King before this balancing mechanism can affect all of the players. I'm not saying this will necessarily happen with 6, but it's something to think about. After all, the game was designed for at most 5 players, and the designer is very, very, very much an expert in his field.
We play almost all our games with six players, so if we want to enjoy some 5-player games, we have to adapt them for an additional player. We have done this for many games. To Court the King plays quite well with six. We added four additional Fool/Charlatan cards. No rules adjustments were necessary. Yes, competition for cards gets a bit tight, but that only adds to the fun. Currently, my grandson holds the high score record in the family, winning with 10 Sixes, with 6 players. His luck with dice is a legend in the family, and he is great at game strategy.
If you are interested, we have also modified (pieces and/or rules) and enjoy playing with 6 players the following 5-player games: Zooloretto; Aquaretto; Coloretto; Turn the Tide; Carcassonne; Trumpet; Royal Turf; Marco Polo Expedition; Gipsy King; Through the Desert; Circus Flohcati; and Strada Romana. When we occasionally have 7 players, we also have modifications (if necessary) for Settlers of Catan; Around the World in 80 Days; the three '*oloretto' games; Trumpet; Royal Turf; Turn the Tide; For Sale; Circus Flohcati; David and Goliath; and Ave Caesar.
I understand and respect game designers' needs or wishes to create games for up to 5 players, sometimes based on game length, sometimes on production costs, sometimes on the player interactions, and perhaps sometimes for other reasons. But, if the game is good, we are likely to try to adapt it for our 6-player (or 7) family game group, because we prefer to play the same game together. Some games just don't lend themselves to extension, including two we really enjoy -- Hacienda and Oasis. In those cases, we only play them when we have only 5 members present on game day.
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Yes, there is no reason why this game cannot be played with 6 players, or even more if you add it your own card duplicates.
Pretty good game, played it once with 4 players and I won, and then with 2 players and i also won. both times i didnt get the king or queen. I just rolled well in the final roll-off. the first game i played (the 4 player game) i rolled first in the final round, nailed ten 6s, and won by default since nobody else could even roll ten die.
The only thing i couldnt figure out based on the manual is this:
the final round begins on the round after someone rolls seven of a kind and takes the king and queen. What if the roll to take the king and queen was say eight 3s? In the final round, is the standing roll to beat seven 3s (since this is technically the combo cashed in to buy the king and queen) or eight 3s? Is it always assumed that the roll to beat is seven of a kind, or could it be higher if the person who first claimed the king had a killer roll? If it is the latter then the roll to take the king could in theory be high enough that nobody can beat it and there would be no final round. Did I explain this clearly?
What do you guys think? This came up in the second game I played and we decided that the roll to take the king should be by default considered to be a seven of a kind, regardless of whether it was actually higher. This way the other players have a better chance of beating that roll in the final round, forcing the king/queen to defend themselves in the final round.
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Grant Fikes
United States Abilene Texas
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I hope the designer comments on this, but I'm pretty sure you're supposed to play that the King was captured with a set of however many dice were actually used, and not just seven of them.
I need to play BrettSpielWelt and see how it implements things.
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Tom Lehmann
United States Palo Alto California
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devinology wrote: What if the roll to take the king and queen was say eight 3s? In the final round, is the standing roll to beat seven 3s (since this is technically the combo cashed in to buy the king and queen) or eight 3s? Eight 3s, then whatever the high roll that beats this and so on, until all players have rolled once (or dropped out due to insufficient dice), with the final player to roll being the one with the Queen (who only rolls if someone who has beaten their earlier rolling claiming the King and who only has to tie, not beat, the final highest roll).
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