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Subject: Why not best with 3, like Ra? rss

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Greg Lorrimer
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I've been seeking out those uncommon games that are best with three, for instance Bottle Imp, and Ra is on my radar. However, I don't have Ra and it's probably too complex for my group.

Meanwhile, despite reports that it's very similar to Ra, it seems to be best at 4 rather than 3. Do you think that's fair? Or do you think that the mechanics should really have it best at 3.
 
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Billy McBoatface
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Ra is not a complex game and it plays great with 3. By "not complex" I would estimate it is easier than most trick taking games to pick up.

Not sure why PoR wouldn't be best with 3 as well, the core mechanics are the same, but perhaps it's just sampling error because there are so many fewer people who have played PoR?
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wmshub wrote:
Ra is not a complex game and it plays great with 3. By "not complex" I would estimate it is easier than most trick taking games to pick up.

Not sure why PoR wouldn't be best with 3 as well, the core mechanics are the same, but perhaps it's just sampling error because there are so many fewer people who have played PoR?
That'd be my vote as well. Ra is recommended at 2 to 5p. So is this. Ra is best with 3 or 4. This doesn't have a best. I'm no statistician, but 319 vs. 19 votes does seem to be too little to get stuff out of for "best".

I'd treat this attribute just like Ra. Feel free to do 3p. I don't think you'll be disappointed.

FTR, PoR isn't that complex either. Pretty much to compare and contrast, the auction mechanisms are near identical. It's just that with the tiles, there's more variety of them in Ra, but PoR has more going on within each of the tile types.
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Laszlo Molnar
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Quote:
Pretty much to compare and contrast, the auction mechanisms are near identical.
near? Is there any difference at all?
I'd say the only added complexity to the game is that tiles are double-sided so when you take them you have to decide which side to use, but that's it.
And I always thought both are best with 4...
 
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Christopher Dearlove
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lacxox wrote:
I'd say the only added complexity to the game is that tiles are double-sided so when you take them you have to decide which side to use
It's when you draw them you decide which side to put on the track, not when you take them you decide which side to use.

(It's not significantly added complexity - the different tile types and scoring rules are a bigger new thing to learn - but it is an added opportunity for analysis paralysis. Though I've not seen people take that opportunity fortunately.)
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Dearlove wrote:
It's when you draw them you decide which side to put on the track, not when you take them you decide which side to use.
Oh, right. I played it too long ago.
 
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Christopher Dearlove
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lacxox wrote:
Dearlove wrote:
It's when you draw them you decide which side to put on the track, not when you take them you decide which side to use.
Oh, right. I played it too long ago.
I had to think carefully before posting without checking the rules. Because I have played it with various alternatives, and not by mistake.
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lacxox wrote:
Quote:
Pretty much to compare and contrast, the auction mechanisms are near identical.
near? Is there any difference at all?
I'd say the only added complexity to the game is that tiles are double-sided so when you take them you have to decide which side to use, but that's it.
And I always thought both are best with 4...
I guess I could've put "near" in quotes, but I still felt it was a spot on wording.
 
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