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After playing the game a couple dozen times, we found it was getting too easy. We decided that after six white swords are put down, lost quests would result in flipping white swords to black instead of adding a black sword. This makes the game much more of a nail-biter, and prevents the "win by losing" strategy that makes the game anti-climatic.
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Stephen Sanders
United States Henderson Texas
25% Scottish, 25% Dutch, 18% English, 15% Irish, 9% German, 5% French, 3% "Black Dutch" (?) = 100% American!
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rich3830 wrote: After playing the game a couple dozen times, we found it was getting too easy. We decided that after six white swords are put down, lost quests would result in flipping white swords to black instead of adding a black sword. This makes the game much more of a nail-biter, and prevents the "win by losing" strategy that makes the game anti-climatic.
We've only played it 10 times, but I would guess you are getting the Grail Quest and also maybe Excalibur first. But we have found that a traitor can mess up the the progress if he plays his turns right and slows down the loyal knights. And if he remains hidden to the end, that is a two point swing.
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David Montgomery
United States Modesto California
bitsofboardgames.blogspot.com My Game Blog
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If you are winning those quests early on, the odds are that you will face grave danger from siege engines/catapults. It's rather hard when every Despair and Excalibur card results in a Catapult.
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LSU LSU
United States Virginia Beach Virginia
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My old game group hated playing with the traitor. They also disliked the Squire variant since part of the game is using the knight's special powers. They wanted a pure coop. So we did the following to make the game harder.
Game start:
Deal 1, 1.5 or 2, black cards per player. These cannot be merlined and must be played face up. Start each player with 1 or 2 fewer lives. Start each player with 1 or 2 fewer cards.
You cannot win by losing - so you must win by actually winning a white sword.
Mix and match to suit.
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Steve Mackenzie
United Kingdom
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rich3830 wrote: After playing the game a couple dozen times, we found it was getting too easy.
I'd like to be part of your gaming group! My friends and I have played Shadows countless times, including plenty of variants and house rules - but I'd never say it got too easy! We probably still have a flat win/loss rate of 50/50, then factor in the traitor every three or four games and we get it handed to us regularly! I have always found the game to be well balanced in this regard and a victory really does feel like a victory!
Can you elaborate in what ways it becomes too easy?
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