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Subject: Easing the Timer Restraint rss

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Drew Bowling
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So my dad and I played the game for our first time today. We played the first round without the timer as suggested, and we introduced it on the second round. Well, I finished first and started the timer. The timer ran out before my dad could finish. I wasn't all too forgiving about letting him add too much more to his ship. (Although I let him add one piece.) My dad wasn't happy. He decided to lose his crew to an abandoned station and drop out.

Is there a way to ease the timer rule so that it isn't such a harsh, "Stop building your ship" thing? Like, lose a credit or a space for each piece you add after the timer? Or maybe both?
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Eduardo de Castro
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The digital version of this game for the Android platform includes a pass & play version where You do not need to rush to build your ship. For each turn one player has a number of actions that can be used before passing to the next player. I think this method could be adopted in case of players with too different skills level.
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Chris Dieckmann
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Or you could just not use the timer in a friendly game against your DAD?? Especially if you want to play again with him?

Just saying.
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Drew Bowling
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Chrisxny wrote:
Or you could just not use the timer in a friendly game against your DAD?? Especially if you want to play again with him?

Just saying.


20/20 hindsight. I didn't think it would be a problem. And he says that he thinks he'd be okay with it better outside of a learning game. (We were both equally frustrated at the end of the game, and it's hard to say who more rightfully so.) He told me afterwards (paraphrased), "I'm an engineer. I enjoy building things. I don't like it when people stop me in the middle of building something."

But always an option. But I'd like to keep some element of timer in there just so that the game doesn't completely lose the dexterity/speed element.
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Chris Dieckmann
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Quick question did you limit the tile pool for the 2 player game? This will limit the AP a bit as less tiles equals less choices?
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Drew Bowling
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I didn't- haven't played before. What do you do to limit the pool? Are there certain tokens you get rid of?
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Chris Dieckmann
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Rulebook says to remove a certain number of tiles at random for each game per player under 4. So in a 2 player game there will be maybe 50% of the tiles that remain the same for the three stages so each game will evolve into an understanding of what is available in the pool for that game.

I apologize I think that might be when you add in the expansion to the tile set
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Drew Bowling
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Huh. Didn't catch that. Thanks!

Oh.

I probably would have looked at the rules first anyways. No problem.
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David desJardins
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Miller4h9 wrote:
He decided to lose his crew to an abandoned station and drop out.


You don't lose any crew at Abandoned Stations.

Quote:
Is there a way to ease the timer rule so that it isn't such a harsh, "Stop building your ship" thing? Like, lose a credit or a space for each piece you add after the timer? Or maybe both?


Sure. Invent whatever rules you want. Both of your suggestions sound reasonable for having more fun when learning the game.
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Drew Bowling
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It must have been the other one. It WAS the lose crew one.
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Chris Johnson
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Ummm...maybe have a talk with your dad about sportsmanship? (And maybe some self-reflection on it as well?)

First games often don't go particularly well, especially of games like this. Dealing with that like an adult shouldn't be too much to ask. (That includes maybe letting him add a critical piece or two to his ship, and then everyone dealing with it when things go poorly. And they will, until everyone figures out how to build decent ships. Then you ramp up the difficulty and begin again.)
 
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Drew Bowling
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Agreed. I think both of us were a little lame sportsmanship-wise.

I would defend my actions although really, that isn't very sportsmanlike either.
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Simon Kamber
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Miller4h9 wrote:
So my dad and I played the game for our first time today. We played the first round without the timer as suggested, and we introduced it on the second round. Well, I finished first and started the timer. The timer ran out before my dad could finish. I wasn't all too forgiving about letting him add too much more to his ship. (Although I let him add one piece.) My dad wasn't happy. He decided to lose his crew to an abandoned station and drop out.

Is there a way to ease the timer rule so that it isn't such a harsh, "Stop building your ship" thing? Like, lose a credit or a space for each piece you add after the timer? Or maybe both?


You could double the time available after the first player finishes (so the time has to run through twice on the final space). That way, you decrease the advantage gained by being fastest.
 
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Brian M
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Quote:
But always an option. But I'd like to keep some element of timer in there just so that the game doesn't completely lose the dexterity/speed element.

Even without the timer, there's still a lot of speed in trying to build a good ship before your opponent does. Launching first is a big advantage.
 
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David desJardins
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StormKnight wrote:
Even without the timer, there's still a lot of speed in trying to build a good ship before your opponent does. Launching first is a big advantage.


Sort of, but the issue is, if you know you are going to be last anyway, then you might as well take a very very very long time.
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