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Age of Discovery» Forums » Variants

Subject: Set-Up Mulligan rss

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Paul Nomikos
Canada
Kingston
Ontario
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The initial set-up can be less fortunate for a player at times (it does not happen frequently). Also this variant helps for a more competitive game.
Enjoy,
Paul Nomikos – May 2007

Set-Up Mulligan
If a player during set-up receives a wild ship that its colors does not match any of his two contracts, then he can show his cards to all players, and choose either to draw a new wild ship, or to draw two new contracts (from the face down pile), or to draw a new wild ship and two new contracts (from the face down pile).
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Nigel Grout
Canada
Fredericton
New Brunswick
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Paul, I fully concur. If a player doesn't get a decent start, they've pretty well lost the game at that point.

Cheers, Nigel
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Wade Broadhead
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Pueblo
Colorado
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Well every mulligan should ahve a slight cost. 1 coin, 1 vp, players goes last etc. Haven't played but would that work?
 
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Paul Nomikos
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Kingston
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I view this as a necessary mulligan. If you do not do that, the player has a significant disadvantage against the other players. Thus, my view is that there sould be no additional cost.
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Dick Hunt
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Orlando
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Other "mulligan" options:

1. Each player gets his two trade contracts randomly dealt to him as usual. Then all the flagships are laid out face up and the players take turns selecting the ones they want. Even the last player in line should be able to get something he can use; if not, that player could show the others his trade contracts, draw two replacements, and shuffle his original ones back into the deck. THEN he chooses a flagship from the available remaining ones.

2. Each player gets his two trade contracts randomly dealt to him as usual. Then all the flagships are laid out face up and the players BID on them, bidding in either money or victory points (their choice).
 
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