The inverse blender: Changing other games based on PR's elements.
Richard Hutnik
United States
Albany
New York
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The original idea was here:
<a href="http://www.boardgamegeek.com/geeklist.php3?action=view&listid=6510" title="http://www.boardgamegeek.com/geeklist.php3?action=view&listid=6510" target="_blank">http://www.boardgamegeek.com/geeklist.php3?action=view&listi...;/a>

Someone suggested spicing up PR with other game variants. What I am suggesting is the opposite. Take elements out of PR, and use them to improve games. History of the World gave me an idea to add PR role picking from that game, and applying it HOTW. Not sure how though
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1. Board Game: Age of Mythology: The Boardgame [Average Rating:6.15 Overall Rank:2482]
Ben Vögel
United States
Golden Valley
Minnesota
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I've been on this site for 15 years now, and I'm far from sick of games, but I think I prefer a better balance of favorites to new games. I'm also tired of playing 4+ hr multiplayer games, but I'll still happily play really long games 2 player.
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Well, at least to a degree, it has already been done ...
 
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2. Board Game: Cosmic Encounter [Average Rating:6.93 Overall Rank:801]
Ken H.
United States
Amherst
Ohio
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Usually, in CE each player chooses an Alien Power and keeps that power for the whole game. (That is, nobody else can use it, etc.) There are a lot of different ways of choosing which power you get. One popular way is that each person gets 3 random ones and chooses the one they want to play, discarding the others. Since the powers aren't necessarily "equal", most selection methods have a chance of giving one player a strong power while another player gets a weak one. Fans of CE aren't bothered by these variations, but it is one of the reasons why the game is occasionally criticized.

Anyway, I think it could be very interesting to use a PR-style role selection method for determining powers. That is, at the beginning of the game, deal out 1 power for each player and maybe one or two extra ones. Then, on each turn (or possibly each challenge) the players take turns choosing the power they want. That way, nobody has the same power for the whole game, and everyone gets to use the "good" powers a few times and gets stuck with the "bad" ones a few times.
 
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3. Board Game: Citadels [Average Rating:7.12 Overall Rank:316]
Bert Claes
Belgium
Sint Niklaas
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In Citadels (or Machiavelli, as it is sold in Belgium) Players get to choose their roles as well, every round. Of course it isn't based on PR (it was conceived a year before PR), but it feels a bit the same.

In Citadels, however, The role-picking aspect is far more important in terms of gameplay than in PR, especially in a 2-3 player game.

I like both games. (How lame does that sound )
 
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4. Board Game: Monopoly [Average Rating:4.39 Overall Rank:15329]
Rob Leveille
Canada
St. Catharines
Ontario
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Instead of rolling dice, each turn players pick from different roles:

Real Estate Agent: Sell plots of land to other players. Privilege is the commission.
Mayor: for cash bribes, let other players develope their land.
Builder: Build buildings on your land. Privilege is to skimp on safety codes and building regulations.
Utility Re-Seller: Buy water/hydro/gas cheap. Sell high. Privilege allows you to create a false shortage and rob your customers blind.
Captain Of Industry: Build factories and power plants. Privilege allows you to build right beside schools.
Jailer: Imprison bylaw violaters. Privilege allows you to pay your way out of jail.

I think this would better reflect the true spirit of Monopoly and make this pariah enjoyable to play.
 
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5. Board Game: Verräter [Average Rating:6.73 Overall Rank:1340]
Mike Siggins
England
Bexhill
SUSSEX
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Am I missing something here? Where did the role selection system start? Was it Princes of Florence or this one? Either way this one predates Citadels and I am sure Mr Faidutti said he got the idea from here (big surprise there).
 
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