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Hi guys. Unsure whether this has been mentioned, but is anyone else bothered by the 'dead' card in the AI's deck?
Basically, in the mechanics for the 2 player variant, the 7th card in the AI's deck is dead. It will never get played, no one will even get to see what it is, unless you use the Halikarnassus power to build from the discard pile.
Perhaps this isn't such a big deal, since the cards are mostly balanced, and I don't think that one single Age I card should make or break someone's game. And I certainly understand that a big part of the game is about making the best out of the cards passed to you, and it's not a good idea to plan your strategy around the availability of one specific Age I card.
But still, I find it kind of sad if, say, my opponent builds a trading post pointing my way, and I will never get the chance to return the favour, because the trading post pointing back at my opponent is buried right at the bottom of the AI's deck.
Like I said, perhaps something like this is not a big deal, and besides, with a card game, there is always the element of luck, so I suppose it's just bad luck if something like this happened.
But it still bothers me. I am thinking of changing the rules, so that one your turn to play a card for the AI, instead of drawing one card from the AI's deck to add to your hand, you draw two cards, choose one to add to your hand, and replace the other one to the bottom of the AI's deck. This way, all 7 cards in the AI's deck gets the chance to be played. But I'm concerned with the advantage that this will give to the player controlling the AI, since he gets to choose from 9 cards to play.
Any thoughts?
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David Jones
United States
Oregon
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I actually thought about this the first time I did a 2P game, but I'm not overly concerned about it since I can't think of a specific card in any of the ages that would "break" the game if it were missing. I mean, I see your point about the trading post, but if you think about how many games you've played and won w/out having the post, is it really that big of a deal?
If it really bothers you, an alternative option might be to select an extra card from the 4P deck and have each player start with one extra card. The six turn will then be build one, discard two. Of course, the issue with that is, which card do you include.
Age III is probably the easiest to modify as you can simply build a deck with one less guild (or one more, if you use the above suggestion).
A slightly simpler idea might be simply give the player who doesn't start with the AI marker the extra card. It seems to me that the player with the AI card has a bit more flexibility anyway since s/he always has one more card than the other to choose from. Giving the extra card to the opposite player might even that out.
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Nathan Bredfeldt
United States Dallas Texas
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I've lost some good cards in the solitaire variant, the rules of which leave three dead cards per age. Still, fun stuff. Hope I get a second or third player some day.
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David Jones
United States
Oregon
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val1080 wrote: Perhaps this isn't such a big deal, since the cards are mostly balanced, and I don't think that one single Age I card should make or break someone's game.
Actually, this may be worth revisiting. I played a 2P earlier this week and a friend of mine needed four ore in order to build the last level of her wonder. However, the "double ore" resource card was the one on the bottom of the deck and never came out. She was basically unable to compete her wonder track because of it, so there can be consequences to removing a random card from play.
The real question though is, does that "break" the game? I could have just as easily buried the card if were in my hand and she still scored well, the turn spent not building the wonder was spent building something else.
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davypi wrote: val1080 wrote: Perhaps this isn't such a big deal, since the cards are mostly balanced, and I don't think that one single Age I card should make or break someone's game. Actually, this may be worth revisiting. I played a 2P earlier this week and a friend of mine needed four ore in order to build the last level of her wonder. However, the "double ore" resource card was the one on the bottom of the deck and never came out. She was basically unable to compete her wonder track because of it, so there can be consequences to removing a random card from play. The real question though is, does that "break" the game? I could have just as easily buried the card if were in my hand and she still scored well, the turn spent not building the wonder was spent building something else.
Well, usually when you bury cards it costs you a turn, so at least there is some trade off in that, but in this case, it was buried for you for free.
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If it really bothers you, you could make both players draw from the free city's deck then the player that's not controlling the free city put one card back at the bottom of the deck.. i think this is enough to ascend the dead card up top, plus more selection for 'both' players..
Or will this turns out problematic? Hmm..
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