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Subject: 2 player? rss

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Rick Teverbaugh
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What is the downside of playing with 2?
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Chris Funk
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You're going to have to play with multiple crew members with 2. Generally recommended with 2 per person to start. Or at the very least 3 including the doctor that the 3rd card can be shared.
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Tony Fanchi
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The Dad vs Daughter playthrough gives you a pretty good idea of what it's like to play with two. They even encounter a couple of the timed missions so you can see how much easier/harder those are with 2.
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Roy Stephens
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I played several solo games to teach myself this weekend (3 characters) and had no problems. For the "No talking" effects, I just didn't use any of the characters' abilities.

I also played a 2 player with 2 characters each and it went very smoothly. The only hitches were during timed missions when it became a bit hectic and we got turned around on which CHARACTER'S turn it was (we alternated. I took turns 1 and 3, she took 2 and 4).

It plays fine as a two player or solo game, so don't let the 3-7 player notice on the box dissuade you.

If you like Elder Sign, you will like this. It is similar, without being a re-skin. It really is a lot of fun.
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Rick Teverbaugh
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Thanks to all who posted. I wish I had been armed with this info at GenCon and I would certainly have purchased the game. But since 80 percent of my gaming is 2-player, I didn't purchase, wanting to wait until I got some feedback. I never did find an empty table of this to take a demo.
 
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Kevin B. Smith
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AdmiralACF wrote:
The Dad vs Daughter playthrough gives you a pretty good idea of what it's like to play with two. They even encounter a couple of the timed missions so you can see how much easier/harder those are with 2.

That nice video made it clear that I wouldn't want to play 2p with one neutral character. Remembering to pass it back and forth, while keeping the turn order consistent, would be too hard for me.

I could see playing with 2 characters each, and I would go me, me, you, you, to keep it as a simple clockwise turn order. But I really prefer not to have 2 avatars in games.

So I think I'll hold off unless/until someone develops a variant that allows 2 players to each just play a single character.
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Roy Stephens
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peakhope wrote:
AdmiralACF wrote:
The Dad vs Daughter playthrough gives you a pretty good idea of what it's like to play with two. They even encounter a couple of the timed missions so you can see how much easier/harder those are with 2.

That nice video made it clear that I wouldn't want to play 2p with one neutral character. Remembering to pass it back and forth, while keeping the turn order consistent, would be too hard for me.

I could see playing with 2 characters each, and I would go me, me, you, you, to keep it as a simple clockwise turn order. But I really prefer not to have 2 avatars in games.

So I think I'll hold off unless/until someone develops a variant that allows 2 players to each just play a single character.


Honestly, you could very easily. Just either increase the number of dice in the ship pool at game start (2 of each instead of 1 of each), and/or increase number of dice a player draws up to (normally 5, so maybe 6 or even 7... playtesting would be needed). Or, increase the maximum number of alerts per level to 4 instead of 3... but, that would be my last choice.

The drawback would then be; you are VERY limited in characters, so, you would probably ALWAYS be doing a doctor and more than likely a captain and never anyone else, unless you needed an even bigger challenge.
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Jason Gray
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I ran into a problem the second time playing it where my son and I had all of our dice on the cards and no dice in the pool and were essentially stuck, so I wonder if having more people playing nullifies this sticking point.
 
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Roy Stephens
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cabelos wrote:
I ran into a problem the second time playing it where my son and I had all of our dice on the cards and no dice in the pool and were essentially stuck, so I wonder if having more people playing nullifies this sticking point.


According to the rules, you need to make sure to have an extra one of each die on Enterprise and available as dice pool if playing a 3 player game. If you are playing with only two characters and not 4 (2 each) I would even suggest a players' worth of starting dice in the Enterprise pool at start.
 
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Rick Teverbaugh
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I think running out of dice is a great part of the game and needs to be left in it. It creates the need for resource management instead of resource splurging.
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mfl134
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hockeyjedi wrote:
cabelos wrote:
I ran into a problem the second time playing it where my son and I had all of our dice on the cards and no dice in the pool and were essentially stuck, so I wonder if having more people playing nullifies this sticking point.


According to the rules, you need to make sure to have an extra player's starting set of dice on Enterprise and available as dice pool if playing a 3 player game. If you are playing with only two characters and not 4 (2 each) I would even suggest 2 players' worth of dice in the Enterprise pool at start.


not a full set of dice. just one of each color if playing with 3 or 4.
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Roy Stephens
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mfl134 wrote:
hockeyjedi wrote:
cabelos wrote:
I ran into a problem the second time playing it where my son and I had all of our dice on the cards and no dice in the pool and were essentially stuck, so I wonder if having more people playing nullifies this sticking point.


According to the rules, you need to make sure to have an extra player's starting set of dice on Enterprise and available as dice pool if playing a 3 player game. If you are playing with only two characters and not 4 (2 each) I would even suggest 2 players' worth of dice in the Enterprise pool at start.


not a full set of dice. just one of each color if playing with 3 or 4.


DERP! Yep. you are absolutely right and I knew that, but it was 5am when I posted this and I was really groggy. My mistake.

That's my story and I'm sticking to it.

I am correcting it in my initial post.
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Ryan Green
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I have now played twice with only two players and two characters total. We started with one of each color die in the pool as with three characters. In both games we nearly ran out of dice and one player could not replenish at all or only grab one die. We won one of the games (both were trying for 12VP). The yellow alerts, which I often draw because of the VPs and card abilities, seem to take a lot of dice. Red alerts have very specific requirements, but seem to require fewer dice, so you might roll one match and end up leaving a die or two there for a while. All in all, die management goes from interesting to absolutely critical. Having even two more dice in the starting pool would probably have helped, so we'll try that next time.

That card that requires one each of 1 thru 6 is brutal when there are only thirteen dice in play.
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