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Subject: Decrease randomness in card draws rss

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Ludwig Seitz
Sweden
Lund
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The only thing my group dislikes about this game is the large swings of luck involved in drawing the right/wrong influence card.

We are thinking about the following variant: At the start of the game lay out #players influence cards open. When a player is entitled to draw a card, she can chose from those or draw from the stack.

At the end of the turn, remove all cards that were not taken and draw #players new ones. Do not refill the offering during a turn.

For action 1. (Shady business) let players take cards in the order they placed their managers on the action space.

What do you think?

The intended effect is that taking a card becomes an attractive option to consider, and not only a gamble or something you do when you have nothing better to do.
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Peter Hazlewood
United Kingdom
Bromsgrove
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Not for me this one I'm afraid.
 
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Pantelis Bouboulis
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Hi Ludwig.

Obviously, some of the cards are better than some others according to the # of the round and what you want to do.
For example, the card that gives a free loan is great in the begining, not so great in the final rounds. The card that gives energy units might be useless to someone that has a powerplant and so on. We tried to make them as smooth as possible and of course any suggestions are welcome.

I think that your idea is very good. We also though of such variants, but we didn't want to add more complexity to the set-up. Furthermore, as I have writen in other posts, we wanted to emulate a "real economic environment" as best as possible. Thus, we didn't mind some kind of randomness (but not to much). Please try your idea and tell us how it goes. We will certainly discuss this.
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Kai Saarto
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After six or so plays thus far, I have not found Influence cards to be that powerful. There have been games that I've won practically without getting any Influence cards during the game.

For example in Viticulture similar Guest-cards are a necessity if you want to win. You have to actively to hunt them down for that last push in points. In Crisis I don't see the little luck involved in Influence cards to matter that much much less to break the game in any way.

I'm curious: what cards and in what situations have made your group to think this way? I might have missed something in my games.
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Gordon Dankberg
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TurambarGR wrote:
Hi Ludwig.

Obviously, some of the cards are better than some others according to the # of the round and what you want to do.
For example, the card that gives a free loan is great in the begining, not so great in the final rounds. The card that gives energy units might be useless to someone that has a powerplant and so on. We tried to make them as smooth as possible and of course any suggestions are welcome.

I think that your idea is very good. We also though of such variants, but we didn't want to add more complexity to the set-up. Furthermore, as I have writen in other posts, we wanted to emulate a "real economic environment" as best as possible. Thus, we didn't mind some kind of randomness (but not to much). Please try your idea and tell us how it goes. We will certainly discuss this.


Hi Pantelis,

The previous poster mentioned Viticulture... which I think has a real problem with the randomness of the card draws. One of the things that the designer did in future expansions was to make cards with 2 different powers/abilities and the player can choose which to use. One of the powers was typically an early game benefit and the other might be good for later in the game... It made it more likely that every card you draw will be at least somewhat useful no matter when you draw it.
for example, in the first game of Crisis I played, one of the players built and ran a bank in the 2nd round. He earned $25 from it with two specialists... he was flush with money, and promptly drew the free loan card. He was a very disappointed. a worthless card and a wasted action... which is okay; But if you want to reduce that element, then perhaps you could use the card for a free loan action OR for a free "purchase energy" action as an example.

Just a thought... I do agree with the OP about the extreme randomness not adding to the enjoyment factor of the game; although it may very well add to the realism and theme!
 
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