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Subject: Is there a "mini-Achievements" game? rss

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linoleum blownaparte
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Imagine a game that starts by randomly selecting 10 "Achievement" cards from a larger pool, sort of like setting up Dominion's decks.

The Achievements have lots of diverse or unique requirements for accomplishing them. Accomplishing an Achievement doesn't block other players from achieving it later as well. The winner is the first player to accomplish any 5 Achievements of their choice.

Is there such a game among Eurogames?
 
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linoleum blownaparte
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btw Innovation is one I've thought of already.
 
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'Bernard Wingrave'
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Thurn and Taxis sort of does this. If you're the first to get a 2-region bonus, you get more points that someone who does it later. The game ending condition is different (based on someone getting an expensive carriage), but I think this one is worth looking into.
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Lucio Rodriguez
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Tribune: Primus Inter Pares sort of does this. There's a set number of point-scoring goals, and once a set number of them are completed plus a specific one, the game ends. The goals are each worth a varying number of points.

Where this is a little off from your description, the goals are all on a single card, though there are something like 5-10 different cards.
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Ben Rubinstein

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Linoleumblownaparte wrote:
Imagine a game that starts by randomly selecting 10 "Achievement" cards from a larger pool... Accomplishing an Achievement doesn't block other players from achieving it later as well. The winner is the first player to accomplish any 5 Achievements of their choice.


Oh, I've played this!

Twilight Imperium (Third Edition).

Edit: More seriously, Kingdom Builder. TI3 is more literally what you asked for, but Kingdom Builder is a quicker euro. There are 3 objectives, and everyone competes to complete each objective the best.
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Alison Mandible
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The Palaces of Carrara comes close to meeting your criteria. Each game has both achievements and scoring criteria (one card each from four decks); the game ends when a person has gotten all the achievements, and then the winner is determined by the scoring rules-- but you'll see when you play it, the person who triggers the endgame (by claiming achievements) is probably going to win, because other people won't have the chance to follow through on their plans.

You can play it on BoardGameArena and see if it's worth the expense of importing.
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Tony Go
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Emergence Event does this
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Jürgen K
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Well it doesn´t have a random setup but To Court the King might be a game for you.
 
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Zac Voke
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Lords of Waterdeep springs to mind.

I might be way off but it has random "Achievement cards" that a drawn from a main pool or deck, players can select to complete these. It's worker placement so has a Euro feel.

It's rounds and points rather than racing first to X achievements though.
 
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Eric Jome
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Twilight Imperium (Third Edition)
 
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Alison Mandible
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Kudde wrote:
Well it doesn´t have a random setup but To Court the King might be a game for you.


Its successor, Favor of the Pharaoh, has a random setup, and will also be available for a more reasonable price than To Court The King, which is OOP. (On the other hand, it's not out yet.)
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linoleum blownaparte
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Thanks for the recommendations, I was thinking of designing a game like this and looking for past examples. Twilight Imperium (Third Edition) is definitely one.

I scanned the lower ratings for any criticism of this system and came up with this list:

1. Some achievements (Objectives) are secretly dealt out to players and it's a crapshoot whether you get an easy or hard one.

2. Players don't know what public Objectives are in the game until they're revealed, so planning to complete long term Objectives is difficult.

3. Among the public Objectives, some are so easy that everyone gets them (meaning no difference in score).

4. The Objectives direct the flow of play / it's easy to take lots of actions that don't add up to an Objective. For example you can have a large fleet and dominate everyone militarily but this doesn't mean you win any Objectives.

For anyone who's played TI3, are these fair criticisms? Are there other games that tackle the Objective/Achievement system in different ways?
 
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Ben Rubinstein

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Linoleumblownaparte wrote:
Thanks for the recommendations, I was thinking of designing a game like this and looking for past examples. Twilight Imperium (Third Edition) is definitely one.

I scanned the lower ratings for any criticism of this system and came up with this list:

1. Some achievements (Objectives) are secretly dealt out to players and it's a crapshoot whether you get an easy or hard one.

2. Players don't know what public Objectives are in the game until they're revealed, so planning to complete long term Objectives is difficult.

3. Among the public Objectives, some are so easy that everyone gets them (meaning no difference in score).

4. The Objectives direct the flow of play / it's easy to take lots of actions that don't add up to an Objective. For example you can have a large fleet and dominate everyone militarily but this doesn't mean you win any Objectives.

For anyone who's played TI3, are these fair criticisms? Are there other games that tackle the Objective/Achievement system in different ways?


1)I actually really like the way TI3 does this. Only 1 secret objective adds variety, but not so much as to be tremendously important.

2) We play with the variant where all are revealed at the beginning. I prefer allowing people to strategize.

3) Eh, if they're so easy that everyone gets them, why include them?

4) This is true, and why I won my last game. Others were building up fleets and fighting battles that couldn't gain them points. I only did actions if I thought it would lead to a point.
 
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