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A Study in Emerald» Forums » Variants

Subject: A quicker, better focused variant? rss

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Thomas Stevenson
United States
Columbus
Ga
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Thematically the game should only end in Revolution or War. Having other ways to end the game confuses new players and takes the focus away from where it should be.


1) The game only ends when the War or Revolution track reaches 12
2) If game ends in War, all Restorationist lose, if Revolution all Loyalist lose. Lowest score no longer matter. Highest score remaining wins.
3) Loyalist Main agents treated same as Restorationist Main agent, i.e. they can be eliminated by assignation or madness.
4) Losing your Main agent reduces your hand size by 1 and you lose your main agent assassinate card if still present.
5) Base on the (VP) position of the higher of the Revolution or War Track the basic hand for all players is
5 when less than 4
6 when at 4 or higher
7 when at 9 or higher

This may be modified by loss of main agent or permanent effect cards. All players immediately draw or discard at the end of the player turn in which a track change affects hand size. This rule should speed up the end game quite a bit, possibility too much

And for players who like to have some defense against assassination;

6) Hiding: You may use a blocking action to hide one of your agents, place a blocking disk on them. While hidden they may not move, participate in an assassination, or count as influence. Their card may still be used, even bombs. You may unhide (unblock) one of you own agents as a free action, but this is still an action and would prevent from taking control. You may play a blocking card action to remove the block from enemy agent but only if the hidden agent is not in a city controlled by same player as the hidden agent.

What you think?
 
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I don't think the game needs any changes except in places a clearer rule book.
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Chester
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Temple
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Besides the clever theme, what makes this game noteworthy is exactly the part you propose to take out. Having multiple competing endgame triggers that players have to use as levers against each other, and uncertainty about their status as they try to deduce each other's secret roles IS the game.

I'm not even sure your variant will be shorter, since running up the war tracks is less often in the best interest of any given player (since it aids all the players in his faction the same), and you've also removed the sudden game end when a Restorationist is killed. Seems like your games will drag on longer, and be much less interesting as they do.

I grant that not everyone wants to play this game. But rather than mangling it with a variant like this, why not just pick a game you DO like?
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Michael Weber
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Wendeburg
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Especially paragraph 2 rips the heart out of this game. The idea that the party with the player having scored the fewest VPs is eliminated is a central part of the gameplay. You would be eliminating it and thus produce an entirely different gameplay as there is no reason any longer to care about who is on your team and who is not....
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Gordon J
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Eagan
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bongoHerman wrote:
I don't think the game needs any changes except in places a clearer rule book.


+1
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Rich P
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Sheffield
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In my experience, the game would take longer if the only way of ending it was to push the War/Revolution tracks up. Our games that have ended that way have been long, drawn out affairs. Also, Revolution is much harder to achieve than War, given that running card piles out pushes War up but Revolution is only brought about by direct player action. These changes are unlikely to provide a quicker game.
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