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Subject: A possible fix to the yellow side Sheriff rss

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Mike Bevel
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St Louis
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I had a thought that changing the action placement number on the yellow side Sheriff from #1 to 9. (or 15 if you have the expansion) This would fix him from being overpowered. (In theory, have not play tested this)

The player still gets to select a uncontested action and gets an extra cowboy, but after the other players have each had one chance to select one first.

Maybe the money would also need to be adjusted with this?

What do others think?
 
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Michael Mesich
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I don't think he's overpowered in the first place.

His only real benefit is first and exclusive grab of an action or building. His income restriction also balances out.

He's certainly a great first take, but then that extra cowboy usually puts him in someone else's hand every turn.

Over my many games, I've seen no correlation with the first sheriff grab and any record of resultant wins.
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Adrian Sperling
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mmesich wrote:
Over my many games, I've seen no correlation with the first sheriff grab and any record of resultant wins.


I would say that, if anything, it's the player that grabs him in the last round that has the advantage.
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Ken Bush
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Gonjeshk wrote:
mmesich wrote:
Over my many games, I've seen no correlation with the first sheriff grab and any record of resultant wins.


I would say that, if anything, it's the player that grabs him in the last round that has the advantage.


This matches my thoughts and experience. Last round is where he shines.
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Michael Mesich
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klbush wrote:
Gonjeshk wrote:
mmesich wrote:
Over my many games, I've seen no correlation with the first sheriff grab and any record of resultant wins.


I would say that, if anything, it's the player that grabs him in the last round that has the advantage.


This matches my thoughts and experience. Last round is where he shines.


The $5/point space is nice, but still rarely seems to correlate to the win. It's still only marginal over $6/point for players with large reserve roles.

Furthermore, it seems to me that more often then not the player in the lead at the end of resolution is rarely the final winner as the extra $10 and then $6 per point combined with building points usually vault someone else up and over whoever had the lead at the end point of the turn.

I think the emotions of the moment may be trumping the analysis of the role over time. I mostly play with a combination of base and expansion roles now, but I'm pretty sure I have at least a dozen plays with the standard sheriff to base this opinion on.
 
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Mike Bevel
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I am not saying it's impossible to win without him, but pretty much every game he is available he gets chosen first on every round and thus I feel he is overpowered. I think my suggestion fixes that.
 
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Karl Fast
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If your experience is that he is taken first on every round, perhaps you're experiencing groupthink.

What I have enjoyed about the game is the creative strategies that are available in response to what other players do. I've won with no buildings, and lost with no buildings. I've won taking the sheriff most rounds, and lost taking him most rounds. In my experience with the game, which is much less than some people have, there is no dominant strategy. And this is even more true with the expansion. Every game needs to be approached differently.
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