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5 Posts

Kingsburg» Forums » Variants

Subject: Trading goods rss

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Larry Buckel
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Whittier
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Has anyone tried a trading round before the Building round takes place? Seems like it would improve game play if players could trade cubes with each other before building. How bout a 2 for 1 trade with the bank to get that one cube you need before building?

I don't think it would break the game but at least it would be an interesting variant. Any thoughts out there?
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  • Last edited Tue Oct 25, 2011 11:42 pm (Total Number of Edits: 1)
  • Posted Tue Oct 25, 2011 11:41 pm
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Luca Iennaco
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If you need to trade, you are playing the game wrong.
If you want to trade, you are playing the wrong game.


(Written with a cheerful mood. Go on with any variant you enjoy! )
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ackmondual
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buck380 wrote:
Has anyone tried a trading round before the Building round takes place? Seems like it would improve game play if players could trade cubes with each other before building. How bout a 2 for 1 trade with the bank to get that one cube you need before building?

I don't think it would break the game but at least it would be an interesting variant. Any thoughts out there?


Ahhh, like Settlers Of Catan. Sounds interesting, I agree with that. However, I'd much rather go with the way things are, as there are interesting aspects too in having to be able to procure the resources you need on your own.

Some issues I can think of for the time being include...
1) adding a trading element makes ANY game take longer than one without, given all other variables are equal. Some of my non-gamer friends who whine and complain about games taking over an hour have enough fun with the dynamics of Kingsburg that our typical 1.5 to 2.5 hour games that you won't hear a peep out of them about that (except if someone needs to leave, but not b/c of the game being too long inteferring with the fun of it).

I personally would prefer the game not take that much longer, which is why I'd prefer not to go with trading

2) Kingmaking can be a possibility.
People new to the game may really skew the balance of power since they tend to make more mistakes, not being as familiar with the game and the real value of the stuff that's up for trade

Friends and spouses may be held hostage to that same effect. Normally, you can block others out of certain advisors, but trading would add another layer to that.
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Gerald Katz
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Luke the Flaming wrote:
If you need to trade, you are playing the game wrong.
If you want to trade, you are playing the wrong game.


(Written with a cheerful mood. Go on with any variant you enjoy! )


Not necessarily. It could be you got an unlucky dice roll previous production season that either prevented you from influencing the noble you needed or someone else got to him first. Still, it would probably be at least two unlucky dice rolls in a row for you to really need a trade. You only need a 6 to trade one for two after all. The only other desperate trade is autumn of year 5 and you're missing one gold or rock for the Cathedral but have plenty of wood.

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Adam
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buck380 wrote:
I don't think it would break the game


I'll have to disagree with this. Allowing trades would nullify the very core of Kingsburg: The worker placement aspect. Bad dice rolls are mitigated by the turn order. So if you rolled that badly, and people are placing dice before you are, then they are in a worse position than you anyway (or you might be playing wrong). The game would be completely different if there was trading involved.. and I don't think for the better. My opinion.
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