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Subject: Reroll all dice showing a "1" rss

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Cameron Chien
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I thought it a bit underwhelming that there were several dice showing a "1" in our game tonight, so I thought of a house rule to reroll anything that is a "1" in order to have more incentive to sell one of those produce types.

After all, a die showing a "1" is no different than if that color die wasn't there at all!

Thoughts?

Cameron
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Jim Sutherland
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I have suggested a varying price market but not had the opportunity to try it.

Every time a goods type is delivered, the die value drops by one (but never going lower than 1). Every time a truck with the goods in demand passes by (e.g. to deliver a good in another village to meet a market card conditions), the price rises by 1 (never going higher than 6).
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Tomello Visello
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Zeede wrote:
I thought it a bit underwhelming that there were several dice showing a "1" in our game tonight, so I thought of a house rule to reroll anything that is a "1" in order to have more incentive to sell one of those produce types.

Why is this important as anything more than a "feel good" ? There are still other reasons for making deliveries anyway, and it's not like you're selling at a loss.

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Jason Meyers
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Zeede wrote:
I thought it a bit underwhelming that there were several dice showing a "1" in our game tonight, so I thought of a house rule to reroll anything that is a "1" in order to have more incentive to sell one of those produce types.

After all, a die showing a "1" is no different than if that color die wasn't there at all!

Thoughts?

Cameron


Hmmm...I thought I had read that any '1' value would equal '2' instead, for the very reason that you are a bit underwhelmed. However, re-reading the rules just now, I don't see where that is and can't confirm it. So perhaps I totally dreamed it up!! But that's what we do, anyway...

 
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Jason Meyers
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Jazzuu wrote:
I have suggested a varying price market but not had the opportunity to try it.

Every time a goods type is delivered, the die value drops by one (but never going lower than 1). Every time a truck with the goods in demand passes by (e.g. to deliver a good in another village to meet a market card conditions), the price rises by 1 (never going higher than 6).


That actually sounds pretty interesting. A simple little variant to tweak decision making...
 
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Cameron Chien
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I think that would add more fiddliness and AP potential to a game I would want to keep light.

The villages are supposed to have 4/3/2/3/4 goods "in demand", so the dice there should not have the same value as a good they don't want.

Jason: I thought about making them simply a two. I haven't had a chance to play with this variant yet though.

Cameron
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Jim Sutherland
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Spielemitkinder wrote:
Jazzuu wrote:
I have suggested a varying price market but not had the opportunity to try it.

Every time a goods type is delivered, the die value drops by one (but never going lower than 1). Every time a truck with the goods in demand passes by (e.g. to deliver a good in another village to meet a market card conditions), the price rises by 1 (never going higher than 6).


That actually sounds pretty interesting. A simple little variant to tweak decision making...

Why not play with average dice then?
 
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Chris Handy
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Yes, we tested something similar...raising and lowering the dice on either harvest or sell. But we could have called it "Fiddly City" because it was super-laborious... and I'm just not interested in making a game like that. There are still PLENTY of things to burn your brain in this game...It didn't add, only took away form the experience.. So, "House rule" it with caution...and make sure that you let people know at the table that it's a house rule, so they know that it's not an accurate depiction of how the game was intended to be played. There were better mechanics that were implemented for a while like "during game crop majority seller" that were far superior than the up/down dice thing... But ultimately, the game had too much going on for it's target audience. As far as the "reroll/change 1 dice", it also didn't add enough to the game experience to add one more step to the set up. Enjoy!


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mike berk
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What about the dice with a 1 rolled, doesn't it seem odd that a good a city wants is the same value as undesired goods?

Really enjoyed the game as played, a lot more thinking going on, then I thought at first.
 
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Cameron Chien
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Maybe the easiest is just to bump them up to 2's. Adds virtually no time to the setup.

Cameron
 
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Jim Sutherland
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ChrisHandy wrote:
Yes, we tested something similar...raising and lowering the dice on either harvest or sell. But we could have called it "Fiddly City" because it was super-laborious... and I'm just not interested in making a game like that. There are still PLENTY of things to burn your brain in this game...It didn't add, only took away form the experience.. So, "House rule" it with caution...and make sure that you let people know at the table that it's a house rule, so they know that it's not an accurate depiction of how the game was intended to be played. There were better mechanics that were implemented for a while like "during game crop majority seller" that were far superior than the up/down dice thing... But ultimately, the game had too much going on for it's target audience. As far as the "reroll/change 1 dice", it also didn't add enough to the game experience to add one more step to the set up. Enjoy!

Thanks Chris.

I'll give that idea up then if you have tested it and found it detracts from the smooth play of the game (and adds nothing but fiddly tediousness to the game),

Did you try average dice to smooth out the issue around rolling a 1?
 
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Chris Handy
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No I didn't. But, I feel there isn't a compelling enough reason to make a 1, anything other than a 1.
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Christian Monterroso
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Zeede wrote:
Maybe the easiest is just to bump them up to 2's. Adds virtually no time to the setup.


We have found that the "going for the expensive goods" strategy often fails miserably. So I am tempted to change all of the 1s into 6s. Perhaps having a few more "expensive good" will make that strategy more viable.

Roll a 1? Just flip the die over!
 
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Stuart
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Zeede wrote:
I thought it a bit underwhelming that there were several dice showing a "1" in our game tonight, so I thought of a house rule to reroll anything that is a "1" in order to have more incentive to sell one of those produce types.

After all, a die showing a "1" is no different than if that color die wasn't there at all!

Thoughts?

Cameron


You could re-roll the dice or keep the one results and sell unwanted produce for... zero points.
 
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Stuart
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Or... just remove the dice with one results as they are redundant.
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Rinie van der Heijden
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I have been thinking about this lately and am willing to try the following:

Re-roll every 1 ánd 6! So it will be a more leveled out market with only, 2s, 3s, 4s and 5s.
(maybe re-roll 5s and 6s will be even better, leaving only 1-4 prices, I'm not sure yet).

I think just going for the 5's and 6's is a really strong playing tactic, especcialy in 4 or 5 player games this will guarentee a 1st or 2nd place.
 
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mortego
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The House Rule for us is to turn all rolled 1's to 2's.
Also, no two d6 of the same color are allowed in a town.
 
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Chris Handy
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Per the rules, there should NEVER be 2 dice of the same color at the same village. If playing this way, it can break it...and cause the hyper-seller strategy to become superior for that game. I wouldn't advise any tweaking of the die rolls. All values are based on 1-6 natural die rolls. I know it's tempting for us gamers as we want to see bigger die rolls...thinking it'll lead to "more fun". But tweaking the dice messes with the values on cards...and you'll have a more unbalance game. But, I guess if you're having "fun"...not sure it matters.

Cheers! And stay tuned for a major Cinque Terre announcement soon!

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Jim Sutherland
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ChrisHandy wrote:
... stay tuned for a major Cinque Terre announcement soon!


Oooo. Excited!
 
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Cameron Chien
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killerjoe1962 wrote:

Also, no two d6 of the same color are allowed in a town.

If you followed the setup directions correctly, this should never happen.

Cameron
 
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Marco Grubert
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ChrisHandy wrote:
Cheers! And stay tuned for a major Cinque Terre announcement soon!

When is "soon" ?
 
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