Nathan Barrett
United States Sahuarita Arizona
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I've read the rules to Kingsburg but I've not yet played (it's supposed to be a Christmas present, but so was Skyrim, and I didn't wait for Christmas morn for that one, so my wife is making me wait for this one).
But after reading the rules, it seems that there are two areas that could make the game drag on longer than normal.
When assigning dice, why wait until after all dice are assigned before claiming resources? Wouldn't it speed things up to assign the dice and claim resources at the same time? Are there special abilities that kick-in after dice are assigned but before resources are claimed?
Secondly, why build in turn order? Can't you just have everyone build simultaneously (assuming, of course that you trust the people you game with)?
I've been going through my head how I'll explain the rules to the various people I game with, so if I can insert these short cuts, I will.
Thanks.
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Quote: When assigning dice, why wait until after all dice are assigned before claiming resources? Wouldn't it speed things up to assign the dice and claim resources at the same time? Are there special abilities that kick-in after dice are assigned but before resources are claimed?
No but sometime you are given a choice of which resources you want. Picking these can reveal your strategy so on occasion it does matter. We play that a player can take their resources whenever they want. However, often players hold off to see what others do. Taking resources at different times can make it confusing.
Quote: Secondly, why build in turn order? Can't you just have everyone build simultaneously (assuming, of course that you trust the people you game with)?
Again what you build revels your strategy. If a player goes for a low risk strategy, I will likely go for a high risk strategy. More so the kings abilities and the +1 victory point is based on the number of buildings. If the player in front of me, does not build a building at the end of autumn then I likely won't either.
All good questions but the answers will be emergent on Christmas morning. It's a great game! That's a joy to teach, which is gateway- accessibility but provides depth
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Werner Bär
Germany Karlsruhe Baden
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tlalocbyu wrote: When assigning dice, why wait until after all dice are assigned before claiming resources? Wouldn't it speed things up to assign the dice and claim resources at the same time? When i place my first die on the 4, i may take wood or gold. But what i need most might depend on what i'm able to get with the other die placements in the same turn. If i had to claim immediately, i might need to think longer about what will happen later in the turn, so your suggestion will likely prolong the game.
tlalocbyu wrote: Secondly, why build in turn order? Can't you just have everyone build simultaneously (assuming, of course that you trust the people you game with)? In most cases, you can build simultanously. In rare cases, if another player got too peek on the enemies, you might want to know whether he builds a military building in fall, and if he keeps stuff that could be used to buy soldiers. But building in turn order normally really doesn't take additional time. All players usually think at the same time what they are going to build, and declare the build and pay for it in player order. Simultaneous build might save up to 5 seconds, tops.
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Galen Ciscell
United States Fort Collins Colorado
Check out my new cooperative board game - Atlantis Rising!
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The short answer to your question is: you don't need to wait. If you want to squeeze every possible strategic decision out of the game, it can be important to wait, as others have noted. But in my experience, it definitely speeds up gameplay without really hurting the experience.
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Nathan Barrett
United States Sahuarita Arizona
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Wow! What quick responses!
Thanks for the replies. Now I see the method in the madness. I'll be sure to avoid those short cuts.
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ackmondual
United States
Virginia
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tlalocbyu wrote: I've read the rules to Kingsburg but I've not yet played (it's supposed to be a Christmas present, but so was Skyrim, and I didn't wait for Christmas morn for that one, so my wife is making me wait for this one). Heh.... my bartender was excited that his copy of Skyrim finally came in the mail (was concerned it even got lost in the mail since delivery was late and still didn't show up). He ended up spending a whole weekend pounding out alot of the achievements, didn't spend a single moment with her (of which they were both fine with that since she went to a bunch of museums anyways). Ahhhh, games (board games and video games).
tlalocbyu wrote: But after reading the rules, it seems that there are two areas that could make the game drag on longer than normal.
When assigning dice, why wait until after all dice are assigned before claiming resources? gameplay-wise, it does matter for one part.... The #6 spot (Alchemist: turn 1 resource into 1 of each of the other 2 types of resources). The Gold or Wood you get from the previosly numbered advisors can be used towards the Alchemist, so if somoene put dice on the #6 spot first without having any resources, then on #2 - #4 later on, they'd be shorted a use of the #6 spot.
tlalocbyu wrote: Wouldn't it speed things up to assign the dice and claim resources at the same time? Are there special abilities that kick-in after dice are assigned but before resources are claimed? See my comment above. You could speed things up, but 1) you'd need to make special case for what I mentioned above, 2) If people forget if someone already took a resource, the confusion wouldn't be worht it, 3) as you're giving out resources in advisor order, it could make a difference knowing that an opponent choose one resource over another, and 4) may influence your future decisions on what to take yourself (if you have an advisor who provides variable resources) or what to build
If you add the To Forge A Realm exp (TFaR), there may be other factors that further influence this.
tlalocbyu wrote: Secondly, why build in turn order? Can't you just have everyone build simultaneously (assuming, of course that you trust the people you game with)?
I've been going through my head how I'll explain the rules to the various people I game with, so if I can insert these short cuts, I will.
Thanks. Trust is the main issue. In "perfect world" this part of the game would be simultaneous. But properly enforcing without having to resort to the honor system means you'll need to provide curtains, and that gets clumsy. And yes, knowing what your opponent built CAN be used to influence your decision. e.g. If you go before me and end up building to n + 2, I can just save my resources for a more expensive building instead of building a lesser building and competing for the +1 bonus pt from having the most buildings. If I had to build before you, then it's a bit trickier and I'd have to make a judgement call.
Same here, I do recall that in To Forge A Realm exp (TFaR), there are some interactions with which players have built what and how many buildings they have compared to you.
If nothing else, one thing about the game that takes longest that doens't get addressed by your suggestions is where (on advisors) to put the dice. Unless you have strong vets, where to put the dice, get everything you want to build things in time, and as a bonus of blocking your opponents takes alot of forward thinking which can slow the game to a crawl.
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Andy Van Zandt
United States West Coxsackie New York
check out "Grave Business"!
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Werbaer wrote: tlalocbyu wrote: When assigning dice, why wait until after all dice are assigned before claiming resources? Wouldn't it speed things up to assign the dice and claim resources at the same time? When i place my first die on the 4, i may take wood or gold. But what i need most might depend on what i'm able to get with the other die placements in the same turn. If i had to claim immediately, i might need to think longer about what will happen later in the turn, so your suggestion will likely prolong the game. I've played it both ways, there are very minor reasons to wait, but the game is noticeably faster when picking up resources as soon as you place- same with simultaneous buildings.
Quote: Thanks for the replies. Now I see the method in the madness. I'll be sure to avoid those short cuts. I would use the shortcuts, and if someone raises a concern about the build order/pick up order on a particular turn, there's no effort to switch briefly mid-game.
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Matthew Cordeiro
United States Cumberland Rhode Island
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Like some others have said, the main reason to wait on collecting resources is because the decision can be contingent on what other resources you get. Some earlier posters have written this off as a minor issue, but I feel it's a pretty big one. Many of the advisors have an "either/or" or "your choice" component, and it's often important to know what else you're getting that turn before making your decision. This becomes extremely important in later rounds when building something almost every turn becomes more difficult.
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Andy Van Zandt
United States West Coxsackie New York
check out "Grave Business"!
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cordeiro wrote: Like some others have said, the main reason to wait on collecting resources is because the decision can be contingent on what other resources you get. Some earlier posters have written this off as a minor issue, but I feel it's a pretty big one. Many of the advisors have an "either/or" or "your choice" component, and it's often important to know what else you're getting that turn before making your decision. This becomes extremely important in later rounds when building something almost every turn becomes more difficult. I write it off as a very minor issue- since if you're in one of the comparatively rare* situations where you have multiple relevant options, you can say that you're waiting to choose your resource until placements have finished. adding a non-trivial amount of playtime to the game by processing things one at a time, in order, every turn is a good way to make the game less enjoyable, in most groups.
*I say comparatively rare, because you only get 1, 2, or 3 placements each round. So it has to be a 2 or 3 placement turn, it has to NOT already be your last placement (we've already eliminated over half of all situations), You have to have multiple options regarding your final placement (as in, not if you've only got 1 dice left, no modifiers, and it's going on a non-option-allowing space... which is what most of the spaces are...), and those options have to be not obviously negated by your opponents potential placements, and you have to have multiple viable build options that turn.
That's a lot of if's that only occur in conjunction a couple of times a game, and saying "i'll wait until after my other dice is placed to choose" for those couple of times is much better than slowing down the game every turn for every player.
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Randall Bart
United States Granada Hills California
Red October
Earth is one of my favorite planets
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You're breaking the game. There are many games that run faster if you ignore the rules and do things whenever you want. So?
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Andy Van Zandt
United States West Coxsackie New York
check out "Grave Business"!
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what does it break when the game results are unchanged?
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Randall Bart
United States Granada Hills California
Red October
Earth is one of my favorite planets
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truekid wrote: what does it break when the game results are unchanged? If your results are unchanged, you are not executing space 6 correctly.
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Galen Ciscell
United States Fort Collins Colorado
Check out my new cooperative board game - Atlantis Rising!
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Barticus88 wrote: You're breaking the game. There are many games that run faster if you ignore the rules and do things whenever you want. So? I guess that depends on your definition of "breaking the game." If you want the full, tactical experience of the RAW, then yes, do everything in turn order without deviation from the RAW and use NO house rules whatsoever (might as well ignore all posts in the "Variants" forums).
On the other hand, if what you want from the game is a fast, fun experience and you're not terribly concerned about squeezing every last possible edge out of your turn (and neither are your opponents), then by all means, take the shortcuts and speed up the game so you can get in two plays instead of one!
For me and my fiancee (my regular board game partner) we're playing to have fun (sure we want to win, but that is not the end goal) so we're fine taking a few shortcuts. If anything, rules which bog down the game "break" it for us and anything that speeds up the pace of play or increases the overall fun "fixes" the game for us. I suspect mileage will vary based on why you play games and what you want to get out of your experience at the table. (Btw, I am not saying that playing games to compete, test your skills against others, and strive for victory at all costs is the "wrong" way to play games - I think it's perfectly reasonable reason for wanting to play games; it's just not why I play them.)
Also, as Andy pointed out, in terms of turn order in Kingsburg specifically, it doesn't really change the game results much on a regular basis. So you're not really missing out on THAT much.
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Galen Ciscell
United States Fort Collins Colorado
Check out my new cooperative board game - Atlantis Rising!
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Barticus88 wrote: If your results are unchanged, you are not executing space 6 correctly.
This is a great point and I should point out that when we play we don't pick up goods as soon as we influence an advisor; instead we influence all advisors, then just grab our goods simultaneously afterward (paying attention to the fact that you can't trade in something to the Alchemist that you're getting that round from a higher numbered advisor).
But yes, you do need to pay attention when using the Alchemist (#6) when collecting goods simultaneously.
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Andy Van Zandt
United States West Coxsackie New York
check out "Grave Business"!
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Barticus88 wrote: truekid wrote: what does it break when the game results are unchanged? If your results are unchanged, you are not executing space 6 correctly. the frequency that you need to execute space 6 AND are getting the resource for it from space 1 through 5 AND don't already have a resource of that type is significantly less than once per game, on average (in my experience). for that 1 occurrence every 5 games or so? you say "i'll get the resource after placement". like I suggested repeatedly above.
again, nothing misplayed, nothing broken, no game results changed, hours of gametime saved. if your group is dead set on wasting 20 minutes of their life every game for no actual change in game results, feel free to resolve the spaces 1 at a time, every time.
To the OP, the way I teach it is "technically these resolve in number order once everything's been placed, but if you already know what you want when you place, feel free to grab it as soon as you put your dice there."
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Galen Ciscell
United States Fort Collins Colorado
Check out my new cooperative board game - Atlantis Rising!
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truekid wrote: To the OP, the way I teach it is "technically these resolve in number order once everything's been placed, but if you already know what you want when you place, feel free to grab it as soon as you put your dice there." Likewise - when teaching the game I usually play it out in order the first productive season so everyone can see what is happening, then tell people to go ahead and take their goods simultaneously in the future.
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Werner Bär
Germany Karlsruhe Baden
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truekid wrote: adding a non-trivial amount of playtime to the game by processing things one at a time, in order, every turn is a good way to make the game less enjoyable, in most groups. How short is a trivial amount of playtime? Handing out the ressources and taking back the dice might need an additional 0.5 seconds per advisor, compared with just taking back the dice; but i doubt it's that high. Even then, we're talking about less than a minute difference for a complete game.
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Galen Ciscell
United States Fort Collins Colorado
Check out my new cooperative board game - Atlantis Rising!
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Werbaer wrote: How short is a trivial amount of playtime? Handing out the ressources and taking back the dice might need an additional 0.5 seconds per advisor, compared with just taking back the dice; but i doubt it's that high. Even then, we're talking about less than a minute difference for a complete game. Whenever a player has to make a choice about what to receive from an advisor (advisors 4, 6, 7, 9, 11, 12, 14, 17), if others have to wait on the player to make that choice before collecting their own resources, that slows down the game for as long as it takes each player before them to decide.
Also, the OP included building in turn order in his query, which again takes as long as it takes each player (in turn order) to decide what they want to build that turn.
In a five-player game that can be a significant (many minutes) amount of play time, even without a high level of AP.
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Steve Duff
Canada Ottawa Ontario
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I think this would be a disaster. It's hard enough for me to plan for things in this game without forcing me to make decisions with even less info than normal.
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ackmondual
United States
Virginia
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gciscell wrote: Werbaer wrote: How short is a trivial amount of playtime? Handing out the ressources and taking back the dice might need an additional 0.5 seconds per advisor, compared with just taking back the dice; but i doubt it's that high. Even then, we're talking about less than a minute difference for a complete game. Whenever a player has to make a choice about what to receive from an advisor (advisors 4, 6, 7, 9, 11, 12, 14, 17), if others have to wait on the player to make that choice before collecting their own resources, that slows down the game for as long as it takes each player before them to decide. Also, the OP included building in turn order in his query, which again takes as long as it takes each player (in turn order) to decide what they want to build that turn. In a five-player game that can be a significant (many minutes) amount of play time, even without a high level of AP. This still "wreaks" of the so called "7 Wonders syndrone".... If I'm the first player to decide what resources I want, then yes, p2 to p5 do need to wait up on me. However, I've seen people in my position (say I'm p1) I just described to take so long that even if p2 through p5 were to grab resources simulultaneously (or since p1 is taking such a long time to decide, before p1), they'd STILL be waiting up on p1 to take his resources anyways. Sure, it still saves some time, but in the end, THAT's the bottleneck. NOT b/c the other players can't go while he's moving. As much as I don't like to say it, it really is the slow players
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Werner Bär
Germany Karlsruhe Baden
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gciscell wrote: Whenever a player has to make a choice about what to receive from an advisor (advisors 4, 6, 7, 9, 11, 12, 14, 17), if others have to wait on the player to make that choice before collecting their own resources, that slows down the game for as long as it takes each player before them to decide. It slows down the game when they are taking the ressources in player order, but not if they grab then in a row in advisor order? I think it's the opposite. If each player gets the ressources when he playes the dice, you can't really continue to play before he decides, to avoid major confusion about the game state. But when everybody you takes the resources after all dice are placed, the necessary thinking can be made simultanous. No need to wait to think until it's your turn; you may think in advance, and announce your decision when it's your turn to grab variable stuff.
gciscell wrote: Also, the OP included building in turn order in his query, which again takes as long as it takes each player (in turn order) to decide what they want to build that turn. Again, it takes about as long as the slowest player needs to decide. After he finishes thinking and announces his decision, there should be no further delay. It isn't the announcement and payment that takes the time.
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Galen Ciscell
United States Fort Collins Colorado
Check out my new cooperative board game - Atlantis Rising!
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Werbaer wrote: It slows down the game when they are taking the ressources in player order, but not if they grab then in a row in advisor order? I think it's the opposite. If each player gets the ressources when he playes the dice, you can't really continue to play before he decides, to avoid major confusion about the game state. Yes, I totally agree! We place all our dice, then take resources simultaneously after all dice are placed, instead of going in order of advisors or turn order. Just grab what you got.
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Randall Bart
United States Granada Hills California
Red October
Earth is one of my favorite planets
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gciscell wrote: This is a great point and I should point out that when we play we don't pick up goods as soon as we influence an advisor; instead we influence all advisors, then just grab our goods simultaneously afterward That's not what we were discussing. This thread began with
Quote: When assigning dice, why wait until after all dice are assigned before claiming resources? Wouldn't it speed things up to assign the dice and claim resources at the same time? I was pointing out that that was wrong.
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Galen Ciscell
United States Fort Collins Colorado
Check out my new cooperative board game - Atlantis Rising!
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Barticus88 wrote: That's not what we were discussing. This thread began with Quote: When assigning dice, why wait until after all dice are assigned before claiming resources? Wouldn't it speed things up to assign the dice and claim resources at the same time? I was pointing out that that was wrong. Fair enough!
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Andy Van Zandt
United States West Coxsackie New York
check out "Grave Business"!
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for the record, I'm not making suppositions- I've played with groups that do it the slow way, and groups that don't, and the time difference is significant. it's not just an AP bottleneck, it's certainly not just half a second per advisor, and players DON'T need to wait for the guy to decide if he's looking to pick up his resources when he places his dice- in fact, that would be silly of them to do so in virtually all situations. I encourage you to try it both ways- my experience has shown a clear time difference with no benefits to the slow method.
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