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Never played but I like everything about the game other than the luck of how many ppl to send and the distribution from 2 to 5 attack. I want to play with face up tiles, which I think would remove all randomness in the game?

Thoughts? Have ppl done this and can comment about this? Any issues, flaws or weaknesses?
 
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Ken Bush
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that is the part of the game i don't really enjoy either. But I wouldn't play face up and I think it would really make the game too predictable. Instead I would rather give the same number of points and $ for winning for every tile, with the variables for winning being $ from solders you send and number in the party needed to discover. I feel number of natives is a necessary variable to make discovery more unpredictable so it's not so easy to plan for gaining the one resource you need.
 
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klbush wrote:
that is the part of the game i don't really enjoy either. But I wouldn't play face up and I think it would really make the game too predictable. Instead I would rather give the same number of points and $ for winning for every tile, with the variables for winning being $ from solders you send and number in the party needed to discover. I feel number of natives is a necessary variable to make discovery more unpredictable so it's not so easy to plan for gaining the one resource you need.


Hmm. Okay, hows this one: play with 2s and 3s face down but keep 4s and 5s face up? Would that be better for gameplay?
 
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I like the "scouting" variant from the E:AoD edition. You pay money to "scout" the tile. The cost would be what age you are in. So Age I, you pay 1 dollar to look at a tile and place it back face down. Age II, 2 dollars. Age III, 3 dollars.
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ayejae wrote:
I like the "scouting" variant from the E:AoD edition. You pay money to "scout" the tile. The cost would be what age you are in. So Age I, you pay 1 dollar to look at a tile and place it back face down. Age II, 2 dollars. Age III, 3 dollars.


Is that an official variant? I skimmed the rules but don't recall it.

Are there any other official ish variants (preg from the designer?)
 
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NowOrNever88 wrote:
ayejae wrote:
I like the "scouting" variant from the E:AoD edition. You pay money to "scout" the tile. The cost would be what age you are in. So Age I, you pay 1 dollar to look at a tile and place it back face down. Age II, 2 dollars. Age III, 3 dollars.


Is that an official variant? I skimmed the rules but don't recall it.

Are there any other official ish variants (preg from the designer?)


Yes, that's an official variant. There are some other variants. What you described (all tiles revealed) is also a variant, called "Advanced Reconnaissance." You can download the new edition rulebook at http://www.eggrules.com/app/download/6299323/AoE3_Rules.pdf. The variants we're talking about are on page 8.
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ayejae wrote:
NowOrNever88 wrote:
ayejae wrote:
I like the "scouting" variant from the E:AoD edition. You pay money to "scout" the tile. The cost would be what age you are in. So Age I, you pay 1 dollar to look at a tile and place it back face down. Age II, 2 dollars. Age III, 3 dollars.


Is that an official variant? I skimmed the rules but don't recall it.

Are there any other official ish variants (preg from the designer?)


Yes, that's an official variant. There are some other variants. What you described (all tiles revealed) is also a variant, called "Advanced Reconnaissance." You can download the new edition rulebook at http://www.eggrules.com/app/download/6299323/AoE3_Rules.pdf. The variants we're talking about are on page 8.


Oooh thank you! I love that there's an official variant for removing all the luck in the game. What about when flipping the card deck? Is that still random?

Is there anything random or chance based in the game?

Also is there any comments or reviews I can read somewhere of how these 3 variants play compared to the normal way? Thanks!
 
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NowOrNever88 wrote:
ayejae wrote:
NowOrNever88 wrote:
ayejae wrote:
I like the "scouting" variant from the E:AoD edition. You pay money to "scout" the tile. The cost would be what age you are in. So Age I, you pay 1 dollar to look at a tile and place it back face down. Age II, 2 dollars. Age III, 3 dollars.


Is that an official variant? I skimmed the rules but don't recall it.

Are there any other official ish variants (preg from the designer?)


Yes, that's an official variant. There are some other variants. What you described (all tiles revealed) is also a variant, called "Advanced Reconnaissance." You can download the new edition rulebook at http://www.eggrules.com/app/download/6299323/AoE3_Rules.pdf. The variants we're talking about are on page 8.


Oooh thank you! I love that there's an official variant for removing all the luck in the game. What about when flipping the card deck? Is that still random?

Is there anything random or chance based in the game?

Also is there any comments or reviews I can read somewhere of how these 3 variants play compared to the normal way? Thanks!


I'm afraid I don't know the answers to those questions other than what's already there in the rulebook. As I mentioned, we play with the "Scouting" variant and like it much better than the original. I think it's a good compromise between a "push your luck" element and deterministic play.
 
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Henry Allen
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I wasn't fond of the exploration luck on my first play but I quickly grew to find it acceptable ... I just mostly send enough guys to guarantee success or maybe that number minus 1 (high probability of success). I've played 15-20 games now this way. That said, this scouting variant intrigues me, I might have to give it a try!
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So just the other day I was talking with a friend regarding this. The luck in the discovery always irritate me a little bit. The problem can arise in 2 situations (both in discovery):

- Player send too many colonialists and there are too few natives.
- Player send a number of colonialists an there are more natives and then the player loses all colonialists

This friend gave some ideas that I'm thinking in adopt. They are the following:

* In case of success for each 2 extra pieces, the player can pay 1 credit to get one colonialist back to the discovery box.

So for instance, if you send 5 colonialists and there is only 1 native, you can claim up to 2 colonialists.

PS: have not decided yet about:
-- can the player claim a soldier or captain? I would say not, otherwise could cause a player to reuse the same specialist again and again which could cause some imbalance in the game
-- if the player send 1 colonialist and 2 captains, and there is only one native, how many can the player claim back? I would say only one piece

* In case of failure, first discard one colonialist. Then the player has a chance to try do discover an adjacent region on the map. If it failed again or if there is no adjacent regions to discovery then all pieces return to the pool as would happen in the normal rules.

So for instance, a player sends 4 colonialists to a region, but there are 5 natives. He discards one colonialist and now he has strength 3 and try a adjacent region.

What do you guys think?
 
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Ken Bush
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eurofabio wrote:
So just the other day I was talking with a friend regarding this. The luck in the discovery always irritate me a little bit. The problem can arise in 2 situations (both in discovery):

- Player send too many colonialists and there are too few natives.
- Player send a number of colonialists an there are more natives and then the player loses all colonialists

This friend gave some ideas that I'm thinking in adopt. They are the following:

* In case of success for each 2 extra pieces, the player can pay 1 credit to get one colonialist back to the discovery box.

So for instance, if you send 5 colonialists and there is only 1 native, you can claim up to 2 colonialists.

PS: have not decided yet about:
-- can the player claim a soldier or captain? I would say not, otherwise could cause a player to reuse the same specialist again and again which could cause some imbalance in the game
-- if the player send 1 colonialist and 2 captains, and there is only one native, how many can the player claim back? I would say only one piece

* In case of failure, first discard one colonialist. Then the player has a chance to try do discover an adjacent region on the map. If it failed again or if there is no adjacent regions to discovery then all pieces return to the pool as would happen in the normal rules.

So for instance, a player sends 4 colonialists to a region, but there are 5 natives. He discards one colonialist and now he has strength 3 and try a adjacent region.

What do you guys think?


I don't care for either of those ideas. But I would vote for being able to leave the number of colonists that exceeds the natives in the discovered territory, so if you sent 5 and there were only 3 natives then you could leave 2 colonists. I'm not big on you getting a benefit for losing, losing was then and should be very bad, not "it's okay, I'll just try again". Flooding a territory should be worth more than just barely winning. It was in the real new world discovery days.
 
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Poll for interested https://boardgamegeek.com/thread/1653837/can-anyone-whos-pla...
 
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We never play with the tiles face up. That takes away the ONLY surprise hidden part of the game.

With regards to the discovery tiles, In my gaming experience What made it even worst is that certain players who play this game on frequent basis they do tile counting.

for example in the game there are 2 tiles with 5 natives. Once those two cards are discovered and resolved say half way during the game those players now fully aware that they can discover future tiles with only 4 units.

when it comes towards 2/3rd in to the game they keep track of the other three tiles with 4 natives, once those 3 are gone they know the rest of the tiles can not have more than 3 natives.

we wanted to play the game more and in order to offset this tile counting we decided to use a D6 dice for each discovery and ignore the number of natives on the tile. the number you roll is the number of Natives.

This resolved the tile counting but the random/luck is still there.





 
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