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5 Posts

Runewars: Banners of War» Forums » General

Subject: Development Cards Fix rss

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Will Gienger


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I found this on another thread:
I've found that a concentrated effort to get any particular resource is misguided. You should simply work with what you have easy access to, and develop your strategy around it.

It is far more important to get a good city than it is to get some of the resource tiles.

pro tips: harvest as little as you possibly can, it is the worst order in the game, never build the resource development, it is a total waste.

The development cards from the expansion seem to be a design added so that the development tokens i.e. Harvest Order with supremacy bonus is more viable in the game. In my experience it is the least used order/task used by players I game with.
It appears it was too weak so they made it better.

In the core game, do you guys have any ideas for my group to make a house rule which makes Harvest worth playing.
Ideas?
thoughts?
 
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David F
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Emeryville
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Set up a lot of the PBF framework for BSG, Runewars, Small World, The Devil's Castle. PBF in Gears of War, Death Angel, A Game of Thrones. Currently playing Twilight Struggle, Middle-Earth Quest and Eclipse on Vassal.
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I'm anal about using the right terms to describe games and have posted an alternative glossary to the inconsistent sprawl in BGG's database and lexicon that is clear, accurate and simple. I care big time about my reviews, ratings and comments.
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Let the Bountiful Harvest season event allow you to use your developments in addition to resetting resource dials.

In the base game, Harvest was weak because:

1. Bountiful Harvest can reset the resources for you, and with 2 copies in an 8-card deck, you probably only needed to Harvest once all game.

2. If you Harvest, you run the risk of Bountiful Harvest popping up in Fall and the other players laughing at you wasting your Spring/Summer order.

3. If you built the Resources development, Bountiful Harvest would actually reduce your resources.

4. Harvest being weaker makes its Supremacy weaker (if you don't play the order card, you can't use the developments, which means you don't build them in the first place, which means you don't play the order...), starting a vicious cycle.


Letting Bountiful Harvest allow you to use developments addresses Points 2, 3 and 4.

Heck, if you're not playing the Epic Variant, prune out the 2 copies of Bountiful Harvest in the Fall deck, and you'll fix Point 1!

====================

Besides the Development Cards*, 2 underrated ideas in the expansion that made Harvest stronger:

A. More season events, and an inclination to go back to the non-epic variant due to Road to Victory (at least for me) means you can no longer count on 1 or both copies of Bountiful Harvest showing up.

B. The Guildmaster of Merchants title protects against Bountiful Harvest actually causing you to lose resources.

* This is huge. Somebody in the current PBF game actually Harvested on the season when Bountiful Harvest came up, just to use the Supremacy (at the cost of 1 Food), because that was the most viable order! You'd never see this in the base game.
 
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  • Last edited Sat Jan 21, 2012 9:17 pm (Total Number of Edits: 3)
  • Posted Fri Jan 20, 2012 8:40 am
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Will Gienger


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That solution sounds great. I will play test it.
Thanks
 
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Scott Lewis
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The Bountiful Harvest letting you use your developments was one of the few House Rules I used in the base game. With the new Development Cards, we've considered rescinding it as now Harvest has a lot more purpose than it used to.
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Michael Bomholt


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Yeah the expansion really did fix harvest.
 
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