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Subject: First Player Problem rss

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jan ganske
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We play 4 Games of Rum & Bones and have the Problem: The First player wins the Game. He go over the ship and hits so hart that the second Player ist in Defense and cannot Win. Have you this Experience too?
 
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Dave Kudzma
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The designer spoke more on this topic here.

In your early games it can feel like the first player has an advantage, but I immediately started to counter that by going right after their objectives. You have to pressure back. If you only defend you will lose.
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Aaron Shanowitz
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locusshifter wrote:
but I immediately started to counter that by going right after their objectives. You have to pressure back. If you only defend you will lose.
But since they already went first and started attacking your objectives, won't this strategy lose every time?

To me there is a definite start player advantage and the designer's posts don't address it very well. I would recommend trying out this variant.
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Dave Kudzma
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theaaron wrote:
But since they already went first and started attacking your objectives, won't this strategy lose every time?
Honestly you can let an objective go. If you start hammering theirs they have to respond. You can also "block" an objective by standing on it, then they have to damage your hero first. Of course, they might be saavy and stand on it themselves, which is a fine move, however that only works for the first objective.

In addition, there's the question of the Kraken and Sea Dragon. These have a major impact on play, and scoring.

I have gone second in over half of my games and I have only lost once period. Further, I've been known to bring on the wrath of the Kraken, and also, also wik, have won many of my games thanks to the Kraken kill.
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Max Maloney
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I have not yet seen any start player advantage in my plays.
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Martin Gallo
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Dormammu wrote:
I have not yet seen any start player advantage in my plays.
Two plays and each side won a game. I saw no first player advantage, but readily admit that I want to play more prior to "making up my mind".
 
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CRL CRL
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I never had that problem till last game that the first player wiped me out of the game.

(We were 2VS2 but we were playing with the 1vs1 rules)
They just came across the gangplank and attack without too much succeed but constantly any attempt that we tried to go to the enemy ship they stopped us with cards or just we had bad luck with the rigging checks and we couldn't make they to pay their zerg attack, and we lost like rats.

But I hope that that was just a bad day.
 
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Matt Hirsch
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locusshifter wrote:
The designer spoke more on this topic here.
In that post, the original poster had missed the "one hero per deployment zone" rule. I wonder how many other people aren't catching that rule, because it makes a big difference on the first turn.
 
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kalvin connor
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mongrel wrote:
locusshifter wrote:
The designer spoke more on this topic here.
In that post, the original poster had missed the "one hero per deployment zone" rule. I wonder how many other people aren't catching that rule, because it makes a big difference on the first turn.
Agreed. I think its pretty much common sense though. No crazy rules! I just was not understanding how people were damaging one objective so much. If they focused on the center one, maybe.
 
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Marco Tonino
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I'd like it if the second player at least had some tide cards in their hand to start with. Being second feels bad as it is, but it gets worse if the other players starts throwing defensive cards while you have none yet!
 
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kalvin connor
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I suggest if it is THAT big of a deal to players to allow the second player 1 tide card to start the game
 
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