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Clash of Cultures: Civilizations» Forums » Variants

Subject: Would love to see a 5 - 7 player expansion! rss

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Kinley Engvalson
United States
West Palm Beach
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I am blessed to often have 5 - 7 players available, and would love to try C of C that way!
 
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J. Mowery
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Hermitage
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Do you have about 12 hours to spare? Yikes.
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Tim Royal
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Kinley wrote:
I am blessed to often have 5 - 7 players available, and would love to try C of C that way!
Dang, you *are* blessed....
 
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Christian Marcussen
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I would love that too. But I still have not found a way to manage it into a playable time frame. I have considered different variants that would allow it, but still have not found the silver bullet.
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Joel Eddy
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I'd be in for just a 5 player expansion. I don't think I'd ever want to play it with more than 6. And, even then, that would be like a once a year event type of thing.

The designer did mention over on F:AT that there is really no plans to do any expansions to increase the player count unfortunately.
 
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Christian Marcussen
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I think I said something like the above - and that the word from Z-man back when I was doing Civilizations, was that they had so-so experience with expansions that mainly increase player count. But who knows
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Joel Eddy
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marqzen wrote:
But who knows
So... confirmed then? 10 player expansion in 2016?
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Christian Marcussen
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eekamouse wrote:
marqzen wrote:
But who knows
So... confirmed then? 10 player expansion in 2016?
Why 10, when you can do 14?
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Kinley Engvalson
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Maybe each player starts with 2-3 revealed regions, a settlement on each region, a few more advances, armies...?
 
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Walter Malmendier
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Now that Mega Civilization ist out for up to 18 players ...whistle
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Michael Off The Shelf Board Game Reviews
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marqzen wrote:
eekamouse wrote:
marqzen wrote:
But who knows
So... confirmed then? 10 player expansion in 2016?
Why 10, when you can do 14?
14 is too much, maybe 8-10?
 
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Filip Cam
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buy 2 sets, paint the mini's and go!
 
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Kinley Engvalson
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Thought about it. Rather not buy the whole second game, as much seems unneeded. Contacted Z-Man to see about buying a couple more sets of units, blocks and civ. boards--no reply. Found nothing on their website for C of C accessories/parts, either.

Still, maybe someday I will just buy a second box.
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Filip Cam
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They would have to scavenge those parts from a box themselves. Add the cost of labour and it would cost more than just buying a 2nd game.
 
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Kinley Engvalson
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Dang.
 
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Ricardo Jorge
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In this regard, I am more concerned about the geometry of the tiles layed down. Will it be possible to keep all players equally distant from each other without "holes" in the map at this high player count?
 
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Dick Ruck
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Brighton
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Buy a second set. Find a way to diferentiate the minis (paint them as suggested earlier by FC). Then if it becomes an unviable option, sell it - there's a healthy second user market for CoC.
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Nate
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I would settle for a reprint of the first expansion
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James Thorne
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marqzen wrote:
I would love that too. But I still have not found a way to manage it into a playable time frame. I have considered different variants that would allow it, but still have not found the silver bullet.
I'm chipping away on some "silver bullet" ideas. Best idea is that you have 2 turns per round (but up to 6 actions per turn).

Turns are split into Part A and Part B.

Part A comes first and is a "Simultaneous Phase" where players may choose 3 actions from:
Collect
Increase City Size
Civic Improvement
Advance
Found
AAA

Then you resolve any Event cards.

Part B follows as a "Turn Order Phase" where players may choose 3 actions from:
Build Units
Move
Cultural Influence
Found

Any actions may be forfeited to get a default single resource of your choice (food/ore/wood).

You can forfeit all 3 Simultaneous Phase actions to claim a "Military Emergency" and receive 2 free infantry defenders (requires 2 warfare advances) but these units cannot move during this turn

You can forfeit all 3 Turn Order Phase actions to claim a "Golden Age" and receive 1 food, 1 ore, 1 wood, and 1 culture/mood


 
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Brent Wilson
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Jingo NZ wrote:
marqzen wrote:
I would love that too. But I still have not found a way to manage it into a playable time frame. I have considered different variants that would allow it, but still have not found the silver bullet.
I'm chipping away on some "silver bullet" ideas. Best idea is that you have 2 turns per round (but up to 6 actions per turn).

Turns are split into Part A and Part B.

Part A comes first and is a "Simultaneous Phase" where players may choose 3 actions from:
Collect
Increase City Size
Civic Improvement
Advance
Found
AAA

Then you resolve any Event cards.

Part B follows as a "Turn Order Phase" where players may choose 3 actions from:
Build Units
Move
Cultural Influence
Found

Any actions may be forfeited to get a default single resource of your choice (food/ore/wood).

You can forfeit all 3 Simultaneous Phase actions to claim a "Military Emergency" and receive 2 free infantry defenders (requires 2 warfare advances) but these units cannot move during this turn

You can forfeit all 3 Turn Order Phase actions to claim a "Golden Age" and receive 1 food, 1 ore, 1 wood, and 1 culture/mood


I don't see the simultaneous phase being very effective at being simultaneous. If I don't notice you buy steel weapons and roads during phase A, I'm going to get slaughtered during phase B. After the first couple rounds, CoC is too tight to ignore what your opponents spend 3 actions on. Further, limiting the B phase to only those choices is unreasonably restrictive. Why not let players choose any actions during the B phase?
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James Thorne
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Speedyox wrote:

I don't see the simultaneous phase being very effective at being simultaneous. If I don't notice you buy steel weapons and roads during phase A, I'm going to get slaughtered during phase B. After the first couple rounds, CoC is too tight to ignore what your opponents spend 3 actions on. Further, limiting the B phase to only those choices is unreasonably restrictive. Why not let players choose any actions during the B phase?
Excellent points, thanks for the feedback.

Some further refinement:
After the Simultaneous Phase, each player states any advances they took.
In the Turn Order Phase each player takes one action (in clockwise order) and this happens 3 times. Now, players further down the turn order only have to deal with a maximum string of 4 actions (and only one of those a military move or build).

The objective of the variant is to reduce playtime so I like the idea of minimising AP during the Turn Order Phase by restricting the number of choices.
 
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