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7 Posts

Galactic Emperor» Forums » Variants

Subject: do not pass go, do not collect 2$ rss

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Piere risero
United States
Salt Lake City
UT
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I have played twice and both times I forgot to have the players collect the $2 at the end of each round. It has made the games super sluggish. I was wondering what your guys thoughts are on the $2, and if you think $3 would be better or maybe $1. I noticed in our games it made the only source of money selling commodities and thusly that part of the game became much more important, we all sold our energy and nobody bought any technologies. People had to sell metal to get cash to buy ships and so nobody had any fleet over 3 by the time the black hole came out, and only 2 technologies had been purchased. It was so slow ( at $0) that I'm tempted to wramp it up to $3 or $4. My other thinking was to start with more ships or 3 planets. Thoughts?
 
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Adrian Pop
Romania
Cluj-Napoca
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I have always played with 2$ @ round start and every game went very smooth. Technologies were always bought and by the time the black hole showed up everybody usually had a decent fleet.
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Todd Sweet
United States
Geneva
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I would play the game correctly a couple of times before thinking about changing it around based on misplays.
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Piere risero
United States
Salt Lake City
UT
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So I played another game, this time we played by the normal 2$ rule, we played for a while going slow as we taught 2 new players. About 70% through the game someone else mentioned getting more money. so I was like well how about 3$. It yielded allot of ships fast and really lubricated things along.
But even with the added cash, there still wasn't very much fighting, it took a really long time before anyone clashed and each player only got 2-3 battles in. I'll be playing with them again shortly hopefully a fresh game with seasoned players will leave me more satisfied.
 
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Ralph T
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Signal Hill
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Instead of adding more free money each turn, I would add $1 to each role that is not selected to make role selection more significant. I don't like the $2 per turn rule and would rather players use the market more.
 
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Santi Velasco
Spain

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The funny thing is that we overlooked the 2$/turn rule at first and have always played without it. We certainly found ourselves quite short on money but this only made the merchant role more interesting. Also no significant increase in playtime (less than 3h for a 5p game). Now I am not sure I'd like to introduce it.
The oly doubt I have about it is that resources being more scarce, sometimes in our games if a player lost a war against a neighbour, he ended up severely crippled and almost unable to recover from the loss.
Is GE with this rule more "trigger-happy", so to speak?
 
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  • Last edited Tue Jan 31, 2012 7:22 am (Total Number of Edits: 1)
  • Posted Tue Jan 31, 2012 7:19 am
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A Thomason
United States
Carmichael
California
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ralpher wrote:
Instead of adding more free money each turn, I would add $1 to each role that is not selected to make role selection more significant. I don't like the $2 per turn rule and would rather players use the market more.


Adding $1 per turn does not seem like the right amount. Add $2 per turn to each unselected is about right. Also for a 5 player game add a new role "Leader" (or some better name), that adds 1vp to the player who selects it and for 6 add two of them. That should about equate to the amount of money coming in.
 
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