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Subject: House Rule: Each player gets 1 guaranteed build card rss

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CARL SKUTSCH
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I've played solitaire games where the Japanese didn't get any Naval builds for 4 turns (and they were busy discarding extra cards like crazy!).

So how about saying that Japan, Britain, Italy, start with 1 Navy Build and 9 other cards; and that US, Germany, Soviets start with 1 Army Build and 9 other cards (before the discard 3 cards stage of the game start)?
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Pepe Carrillo
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I play with ten instead of seven, seems to help so far
 
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CARL SKUTSCH
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msgt pepe wrote:
I play with ten instead of seven, seems to help so far

But doesn't that seem to be going too far from the intent of the game? I think there is interesting pain in having to right away dump 3 cards. Also, if you let the players keep 10 cards from the start, you make Italy and Japan substantially stronger (as they seem to be the ones who run out of cards at an earlier point). Generally wouldn't you be weakening the Allies economic warfare cards?
 
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Pepe Carrillo
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I can only say it went well for us with ten cards, and sure, there were times when certain cards weren't there when needed... It certainly did not feel unbalanced. And this game was the closest so far (in terms of VPs), with the Axis pulling ahead in the last few rounds. Hopefully you can try these ideas with five other players (this game shines with six different minds!). By the way, we think that one player handling Germany/Italy and USA/UK is too powerful a combination.
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Simon Andersen
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Or try this variant:

http://boardgamegeek.com/article/18446846#18446846
 
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Jim F
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I think the game is short enough to allow for statistically unlikely card pulls and wouldn't personally change the rules to overcome that. I'd just go with the flow. I say that after playing Britain and the USA and not drawing a second sea battle from either deck until over halfway through the game. Now that was annoying!
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Doug Kewley
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We always play with each player getting one build card as one of their initial hand. We had too many games where, despite the statistical possibilities, a player might not get a build card for several turns. This is particularly damning at the start of the game. Making certain that one of the initial cards is a build card solved the problem.
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Scott Muldoon (silentdibs)
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dakjck wrote:
We always play with each player getting one build card as one of their initial hand. We had too many games where, despite the statistical possibilities, a player might not get a build card for several turns. This is particularly damning at the start of the game. Making certain that one of the initial cards is a build card solved the problem.

Why not just start everybody with an extra piece on the board?
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CARL SKUTSCH
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sdiberar wrote:
dakjck wrote:
We always play with each player getting one build card as one of their initial hand. We had too many games where, despite the statistical possibilities, a player might not get a build card for several turns. This is particularly damning at the start of the game. Making certain that one of the initial cards is a build card solved the problem.

Why not just start everybody with an extra piece on the board?

Why?

The house rule of one guaranteed build card avoids the risk of a catastrophic game start while still giving the player the option to NOT build if they feel it's not the right choice. It's a minor adjustment to a great game. Adding an extra piece on the board would be a much bigger adjustment and, I think, unnecessary.
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David Janik-Jones
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Plain vanilla for me. I've yet to play a game in which the opening hand dramatically broke either team's chances to win*. It's a short enough game that if you lose, you set up again and have another go. Part of the challenge (and uncertainty) is dealing with utterly useless hands of cards. Plus, this is a team game with three hands of cards for each side. The odds of all three hands on a team being crap are awfully minuscule. If it is honestly that bad (30 completely useless cards drawn), just call a mulligan, reshuffle and have another deal.

But then again, I am a Combat Commander and Up Front fan ... managing poor hands and making the best of a bad situation and never giving up is a fun thing for me.

*Unlike, say, Agricola, where being repeatedly blocked in certain actions at the start of the game can make it virtually impossible to win. One player I have played with can predict with 100% certainty which player(s) can't win after 25% of a game of Agricola has gone by. At least he did every game he played in the five years he was in the gaming group I'm in. Humbling that was (and probably another reason I dislike the game so much).
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Edward Woods
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I agree with this variant strongly, especially with newer players. Not having the appropriate build card can be really damning, and not being aware of the discard/hand management scope of your deck can make for a very unhappy first game experience. Japan can suffer particularly badly from this and so can Britain and Italy.
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