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Subject: General Thoughts / Session rss

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Allen Michaels
United States
Glen Ridge
New Jersey
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Played a bunch of games last night, mostly 5-6 Players.

We found that the Duke is always claimed...and extremely powerful since you ramp up to a lot of coins if your role is believed. If someone gets stolen from and they don't block, they are just a target for everyone else. Almost better to always claim to block!

With 6p...it becomes difficult to bluff when a few people are out, especially the end game. We've seen many times that all three roles are exposed...so you no longer can claim Contessa or Ambassador to switch. Then, it because a quick math game on who can get to 7 first...and occasionally, some have just surrendered knowing that can't win the money race. Usually, we try and play it out.

In a 6p, it's almost pointless to take Foreign Aid. Someone will claim Duke for sure. I wonder if you need an extra role card in 6p.

Thinking about adding the Inquisitor...maybe in 6p, that just gets added straight up. But anyway, we had a bunch of fun, a few Double Contessa starting hand wins - and some other wins that were unlikely victories which surprised us all.

We felt that 7 coins for a Coup was cheap...I think because we wanted the game to last a bit longer, but we'll adjust at some point. In a 6P, you usually have at least 3 people claim Duke, and all of a sudden they have a ton of money and you don't.

Anyway...first thoughts from first play through!!

 
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Lloyd
United Kingdom
Camden
London
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This game is bullshit.
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There are a lot of layers to discover in this once you play more. Calling Duke is a pretty standard opening move, but it rarely results in a win because people will target you (or at least, they should).
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