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Subject: Why 12 rare tech limit? rss

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Ivan Alaiz
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I guess the thread title says it all... why?

I think that more unique techs would add variability to the game and fun, so I put all the rate techs from all expansions in the bag...

I am concerned though in case I am missing something, how would a 13th rate tech break the balance? I don't think it can be due distorting too much the VPs gained through tech and the discounts, those are minor in the grand total, and having 16 rare techs in a 6p game is still on average less of an impact as having 12 for 2 players... Just wondering here...
 
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Chris K.
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M0ebius wrote:
I guess the thread title says it all... why?

I think that more unique techs would add variability to the game and fun, so I put all the rate techs from all expansions in the bag...

I am concerned though in case I am missing something, how would a 13th rate tech break the balance? I don't think it can be due distorting too much the VPs gained through tech and the discounts, those are minor in the grand total, and having 16 rare techs in a 6p game is still on average less of an impact as having 12 for 2 players... Just wondering here...


You might want to read through this thread:

http://boardgamegeek.com/thread/1621489/rare-techs-bag

The topic has been extensively discussed there.
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Peter Bakija
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What he said.
 
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Ivan Alaiz
Spain
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Thx, apologies for the duplicate thread then!
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