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Subject: "Government Purge" Coup Variant rss

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Sky Zero
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Here's a simple variant we use when playing:

As Head of Council: On your turn and as your action, you "MAY" discard one of your cards to draw one new random card. This action costs 1 coin and cannot be blocked. Be sure to show the card then shuffle it into the stack before drawing a new card. We call this action "Government Purge" and your turn ends after drawing a new card.

EDIT: thanks to Ash1138 for the coin twist on the variant!
 
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Dustin
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I'm confused, there is already a role to do this.
 
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Sky Zero
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SeerMagic wrote:
I'm confused, there is already a role to do this.


Forgot the last part: show discarded card and it cannot be blocked. There is the ambassador that allows this to a greater extent, but oddly, I liked this minor implementation that the wife recommended we try.
 
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I'm still confused. How is this any better than just bluffing the Ambassador? Or is it just about the action not being blockable?
 
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Tim Jesurun
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If I wanted to do this I would just use the Ambassador instead. It's better in every way except for the small risk of being challenged.
 
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Sky Zero
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Verkisto wrote:
I'm still confused. How is this any better than just bluffing the Ambassador? Or is it just about the action not being blockable?


It's about having to show the card you purged and the action not being blockable. I said the same thing to my wife when she said "let's try it" and for some odd reason, I quite enjoyed the slight twist in the game. It gave me the feeling that I had ultimate control over my government and its advisors.
 
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David Etherton
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Interestingly, this is one of the things the designer tried while developing the game:

http://boardgamegeek.com/thread/893534/variants-we-tested

(Wasn't explicit about whether you had to reveal the card first or not)

-Dave
 
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David Etherton
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Horatio252 wrote:
If I wanted to do this I would just use the Ambassador instead. It's better in every way except for the small risk of being challenged.


If you've painted yourself into a corner (down to one card, and you've been calling the same role for several turns) finally calling ambassador would be suicidal.

Of course, the "right" play is to have been bluffing all along, but some of us can't get away with that.

-Dave
 
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Sky Zero
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etherton wrote:
Interestingly, this is one of the things the designer tried while developing the game:

http://boardgamegeek.com/thread/893534/variants-we-tested

(Wasn't explicit about whether you had to reveal the card first or not)

-Dave


The reveal is what makes it interesting and why I liked it. I went and read the post, she mentions discarding without showing the card.
 
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Eric Lucero
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I don't think I like the idea for this variant. The reason being is that Coup is a bluffing game, and this variant is designed to help players win without bluffing. However, I can understand those rare times where you do get painted into a corner with one role that everyone knows you have, and it's not the ambassador. This happened in our last game in fact where one player was down to one Contessa that everyone knew he had. I thought at that moment it would be nice to have a way to switch out that character.

I would suggest that if you keep wanting to use this variant that you modify it with a cost. At least one coin, maybe two, in order to use this unblockable/unchallengable ability. This way, if you REALLY need it, it's there to pull your fat out of the fire, but would also really punish someone who tried to use this in place of an Ambassador.
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Sky Zero
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Ash1138 wrote:
I don't think I like the idea for this variant. The reason being is that Coup is a bluffing game, and this variant is designed to help players win without bluffing. However, I can understand those rare times where you do get painted into a corner with one role that everyone knows you have, and it's not the ambassador. This happened in our last game in fact where one player was down to one Contessa that everyone knew he had. I thought at that moment it would be nice to have a way to switch out that character.

I would suggest that if you keep wanting to use this variant that you modify it with a cost. At least one coin, maybe two, in order to use this unblockable/unchallengable ability. This way, if you REALLY need it, it's there to pull your fat out of the fire, but would also really punish someone who tried to use this in place of an Ambassador.


Mechanically, we really enjoy playing with the variant, but I do like the coin cost and will give it a try next play. I'm thinking 2 coins. Great idea!
 
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Sky Zero
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Really enjoyed the coin cost addition. Worked really well and added a much needed risk / reward element. Thanks for the great recommendation!
 
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Eric Lucero
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I'm happy to hear it worked. Did you find you liked it best with a one coin cost or two?
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Sky Zero
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Ash1138 wrote:
I'm happy to hear it worked. Did you find you liked it best with a one coin cost or two?


Tried both but 1 coin stuck probably because it was easiest to remember. "Pay 1 coin, show then purge the council member" was easy to teach and for everyone to remember. Will always play this way going forward.
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sunday silence
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could you ratchet up the price so its $1 first time, then $2 the second time its used etc. Is the ability often used more than once?
 
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