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Arena: Roma II» Forums » General

Subject: Starting VP question rss

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Thomas
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The rules say that in the first turn players loose VP for the empty cards slots. My question is what is the point, every body only gets 5 cards so each player will loose 1 VP so why not just start with 7 instead of 8 VP?
 
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Ken Thibodeau
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First player will lose 2 VP on first turn since two slot will be empty (6 die slots + bribery = 7 possible starting places). Thenthe second player can possibly lose more than 2 VPs if the first player successfully attacks and eliminates opposing card(s).
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Thomas
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fardoche wrote:
First player will lose 2 VP on first turn since two slot will be empty (6 die slots + bribery = 7 possible starting places). Thenthe second player can possibly lose more than 2 VPs if the first player successfully attacks and eliminates opposing card(s).


So the bribery spot counts as an empty slot? We didn't use it in our first game. I still don't understand why loose points the first turn, would it make things unbalanced to skip this step?
 
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Robert Manore
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Warlord beats Troll, Troll beats Elf, Elf beats Water Sprite, and basically everything else beats Enchanted Bunny.
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LunarSoundDesign wrote:
fardoche wrote:
First player will lose 2 VP on first turn since two slot will be empty (6 die slots + bribery = 7 possible starting places). Thenthe second player can possibly lose more than 2 VPs if the first player successfully attacks and eliminates opposing card(s).


So the bribery spot counts as an empty slot? We didn't use it in our first game. I still don't understand why loose points the first turn, would it make things unbalanced to skip this step?


I like it how it's written because when teaching this game to someone new, it's a visual example of how important it is to keep your slots filled.
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Thomas
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I don't really get how the bribery spot works, can someone explain? Is it a new spot that you just pay whatever gold equal to the die you place there?
 
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Ken Thibodeau
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Yes, bribery counts as a slot.

How it works: once a card has been placed there according to normal rules, you can activate it by using a die of any value and paying an amount of money equal to tje value of the dice you used to activate it.

For example, if you use a "3" dice to activate a card in the bribery slot, you would have to pay 3 coins to activate it. Usually, of course, you will try to use low dice to pay less...
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Thomas
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fardoche wrote:
Yes, bribery counts as a slot.

How it works: once a card has been placed there according to normal rules, you can activate it by using a die of any value and paying an amount of money equal to tje value of the dice you used to activate it.

For example, if you use a "3" dice to activate a card in the bribery slot, you would have to pay 3 coins to activate it. Usually, of course, you will try to use low dice to pay less...


Cool thanks.

So if we wanted a longer game could we just start with say 10 VP each?
 
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Terry Gwazdosky
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LunarSoundDesign wrote:
So if we wanted a longer game could we just start with say 10 VP each?


There's an option in the rules to not use the bribery spot. I find it makes the game a little longer, but not unduly so.
 
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Ken Thibodeau
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Starting with 10 VPs would leave 4 VPs less in the reserve and depleting the reserve is one way to end the game. So your tweak to lengthen the game could "backfire". But it's your game, play it as you wish if it fits your taste better.
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Thomas
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I got a few more games in tonight and figured out a way to slow the game down and make it more strategic. I tried starting with 12 VP but one player could still get reduced to zero rather fast depending in the way the cards come out. I finally decided to try with each player starting with 6 cards instead and this really worked well. It tacked on a few more turns without making the game drag but gave each player a chance to really try to develop some sort of strategy. When we tried it this way we started with 12VP but I may drop it back down to 10.
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Alison Mandible
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I'm finding this thread a year later and am totally confused-- my rules say to start with 10 VP each. Did this change in a later printing?
 
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Ken Thibodeau
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You are right, we officially start with 10 VPs but the very first thing the starting player does is lose 2 VPs because of the 2 empty spaces, so you really have 8 VPs to start with. The second player may start its first turn with less for the reasons mentioned earlier in the thread.

 
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