Recommend
4 
 Thumb up
 Hide
3 Posts

Black Orchestra» Forums » Variants

Subject: Scoring Taking Out Hitler's Deputies rss

Your Tags: Add tags
Popular Tags: [View All]
and symo
Australia
Northcote
Victoria
flag msg tools
mbmbmb
Black Orchestra's robust integration of theme with gameplay means the game certainly hits the fun threshold. Last night I almost, almost took out Hitler and the whole gang at the Nuremburg rally. In the end I had to settle for Hitler, Goebbels and Hess at Zeughaus.

Which got me thinking that it would be pretty cool to score the number of cronies that got taken out. This would in turn create risk/ reward sceanarios whereby plots are enacted earlier with the hope of taking down more deputies.

Which led to even more peripheral thoughts about taking out the deputies to reduce their threat and for some points rather than the binary victory condition that currently exists in the game.

So perhaps cronies always have the lowest military support level so while Hitler may survive, each deputy has a chance of being taken out.

Anyway, love the game, feel free to put me back in my box or grow the seed.



3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dann May
Australia
Victoria
flag msg tools
designer
badge
Hi! Pleased to meet you.
Avatar
mbmbmbmbmb
It's a solid idea. We explored bringing the deputies into it more at various times during development, including benefits to taking them out with a plot. As a remnant of those explorations we did leave in the option of taking them out on 2 strength (see page 10 of the rules).

And at one point we experimented with a scoring system where killing Hitler's deputies decreased the lives lost by 1 million for each deputy killed. We ended up not including it because of a sentiment in the development team that it was pushing it a little far and it was a clear call to keep the game focused on targeting Hitler. Too many questions came up about which plots might kill multiple targets (bombs vs kidnapping for example), and it added another layer that we didn't think we should try and wedge in at the point it came up in the development process, so we just erred on keeping the focus. But I'd definitely welcome the community to explore and implement some variant rules that get into that side of things, as there is a lot of content to be played with there.



6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brian Layden
United States
Bloomington
Indiana
flag msg tools
I've admittedly never played this (just recently pre-ordered), but have watched countless demos, playthroughs, etc...so please excuse any ignorance on my part.

Was wondering if a good variant would be to maybe cover up the highest military support number with each deputy you take out, and thus could no longer raise the military support marker as high. For example, if you take out Hess, you place his token over the 7 on the military support track which means that the military support could not get up to 7. If you kill Himmler later in same game, you would cover up the 6, etc. This would make it easier to keep the military support low enough to take out Hitler. It also could work thematically as the narrative would be that the military is weaker without those leaders. To counterbalance it a bit (if needed), you could say that instead of the permanent 2 "hit points" the deputies have in the variant included in the game, you could say that they each have "hit points" equal to the minimum military support for the game + 1 (so 3 for easy, 4 for standard, etc.) It might also make some sense for the game to remove the lowest deputy when starting a new phase. So if the 7 and 6 on the military support track were covered up at the end of phase 3, you would take deputy covering the 6 off at the start of phase 4. This would add a sense of urgency to get Hitler before new phase when deputy would be removed.

Hopefully all this makes sense. Any thoughts?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.