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This idea is generally in response to this thread, but the idea is different enough, and the original thread old enough, I thought I would post a new one.
Suppose you want to play 2-p TTA with someone who does not appreciate having their buildings smashed by raiders, or populace wiped out by misguided holy warriors. Let's say, for instance, you still want to share a bed with them after the game.
I propose this variant that still uses all the Military cards, based loosely on a solo variant i like.
Create a third dummy civ that only has a STR token. Start it at 1, then increase it at the end of every round by 1 in Age I, 2 in Age II, etc. The end of the round is after everyone has had a turn (except the draft round). The dummy civ should be at 8-10 by the end of Age I, then 20-25 by Age II, then 36+ by age III. These increases have not been playtested, but seem reasonable to me.
You may only aggress or declare war on the dummy. They defend aggressions by drawing 3 random cards off the top, adding it to their STR. Wars, dummy does nothing.
When you win an aggression or a war, the dummy always has what you need. If you are raiding an urban building, use your opponent's civ as a guideline for what the dummy has. Your opponents make decisions whenever the dummy has a choice. The dummy is UNAFFECTED by the outcome of all wars or aggressions: don't decrease the STR token!
The dummy doesn't draw cards, have units, attack back, or anything that increases the complexity. Just you and your opponent trying to keep pace with a STR marker so you can get benefits from attacking it.
EDIT: When resolving strongest/weakest events, ignore the dummy! (... or not, you can also resolve them using 3p, it's up to you now!)
EDIT: Use 2-p rules for all other aspects, including the Civil Deck, Impacts, Yellow Cards, etc.
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Alex Bove
United States East Lansdowne Pennsylvania
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Interesting idea. How would you resolve strongest/weakest events?
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Shane Larsen
United States Salt Lake City Utah
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montu wrote: Interesting idea. How would you resolve strongest/weakest events?
That seems intuitive. I would assume the strongest/weakest events would effect the strongest and weakest civ(s) (including the dummy) normally. If the dummy is effected, do nothing.
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Chris Berger
United States Volo Illinois
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thedacker wrote: montu wrote: Interesting idea. How would you resolve strongest/weakest events? That seems intuitive. I would assume the strongest/weakest events would effect the strongest and weakest civ(s) (including the dummy) normally. If the dummy is effected, do nothing.
Actually, I would think you would treat strongest/weakest events normally - as if the dummy did not exist. In addition to seeming (to me) to be the simplest way to handle it - it means that there is still some incentive to compete with your opponent for highest military even if both of you are much stronger or much weaker than the dummy.
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It was my original intention to handle strongest/weakest by ignoring the 3rd civ, so that there is still a big incentive to compete with the other player even if you are both above or below the dummy. I guess there is always some incentive (in 3p, it's better to be top vs middle vs bottom)
I added this to the original post
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Pablo Zamalvide
Uruguay Montevideo
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I have used dummies in several games for different purposes. A frequent unforeseen consequence is that the game tends to gravitate into using that resource most efficiently. I do not know to which extent a Through the Ages variant would be exempt from this. Handle with care.
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DsnowMan wrote: (...) You may only aggress or declare war on the dummy. They defend aggressions by drawing 3 random cards off the top, adding it to their STR. Wars, dummy does nothing. (...)
Hi! At first I would like to say thanks to DsnowMan for the presented variant. I need some clarification: if I play aggression card, dummy civ draw 3 random cards but which one: civil or military - I guess military card, but I want to ask. And another question - we have different military cards: tactics card, pacts, events, defence/colonization, agression/war card. So, how do You calculate bonus to dummy civ military strength from those cards?
Thanks in advanced for Your help. Greetings.
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I suppose that wasn't 100% clear.
You draw 3 military cards, add up the DEFENSE bonuses that you find, and add it to their strength. This is the simplest way I know to give the dummy a chance to defend itself (with some random luck). You then discard all 3 cards.
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DsnowMan wrote: I suppose that wasn't 100% clear.
You draw 3 military cards, add up the DEFENSE bonuses that you find, and add it to their strength. This is the simplest way I know to give the dummy a chance to defend itself (with some random luck). You then discard all 3 cards.
Thank You for quick explanation. IMHO "Civ:Tta" should have different mechanic to deal with war and aggression card. It should be more random: I know that leaders always calculate own and opponent's military forces, but "luck" is also very important - remember "Battle of Thermopylae" 7000 vs 35000 people.
Did You think about using e.g. D4 or D6 roll to add bonus to military strength of dummy civ instead of drawing cards?
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I suppose you can use a die... But TTA doesn't come with dice. What is a gamer to do?
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John Bradshaw
United Kingdom Newcastle
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DsnowMan wrote: Suppose you want to play 2-p TTA with someone who does not appreciate having their buildings smashed by raiders, or populace wiped out by misguided holy warriors. Let's say, for instance, you still want to share a bed with them after the game.
I propose this variant that still uses all the Military cards, based loosely on a solo variant i like.
I must say I think this is an excellent suggestion. I haven't tried it - not sure I will, but for the situation you mention, it sounds like an excellent way of experiencing the full game without upsetting each other. The suggestion on the increasing strength of the dummy, turn by turn, sounds very neat.
Well done - great idea!
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Gavin Dollman
South Africa
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Hey guys,
Very interested in getting this game but the missus hates the idea of forced military build up. This variant seems to allow me pursue a military approach but she can just ignore it if she wants.
If anyone has tried it out please provide some feedback. Thanks in advance
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Jeff Forbes
New Hampshire
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Looks like a neat idea with one significant issue:
The military strength of the dummy will be quite low in age 3, and wars on it will be very, very beneficial.
I like the idea of it increasing speed in progressing, but perhaps in age 3 it should go to +4 per turn, and then get a bonus after a war is resolved against it that is relative to the difference in strength in order to close the gap more? The problem is that keeping the dummy on a linear track means that once you get ahead of it, it will be very, very easy to continually bash, and the player that takes advantage of that would have a tremendous advantage.
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