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BattleCON: Devastation of Indines» Forums » General

Subject: Which variants are considered standard? rss

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Zach Smith
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When looking up information on this game, I was under the impression that finishers were just a normal part of the game. I was surprised when I saw they were listed as being a variant, but it gave off the impression that that's only for the sake of not making the game too complex in the beginning. Once we reach a point where everyone in my group is familiar with the game, are there certain variants that we should just always be using?
 
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Dom Hiob
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Bonn
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Zyraj wrote:
When looking up information on this game, I was under the impression that finishers were just a normal part of the game. I was surprised when I saw they were listed as being a variant, but it gave off the impression that that's only for the sake of not making the game too complex in the beginning. Once we reach a point where everyone in my group is familiar with the game, are there certain variants that we should just always be using?


I guess as long as you stay in the group, play any and all variants that you like. I know quite a few people like Ante Finishers rather than Special Action cards. Some like the Force Gauge system introduced in Fate of Indines. Or the changed variant Force Gauge that'll be introduced in Trials of Indines. Personally, I think Finishers are the only thing I wouldn't leave out completely, as they give the game a mild catch-up mechanic. But the base game's elegance is in its simplicity for me.
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Ed Hughes
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Pennsylvania
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AFAIK, the current 'Tournament Standard' includes the following:

Dash,
Force special action card,
Finishers,
3/5 starting spaces.
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It would be nice to have an official rulebook or some kind of file on BGG that contains the most updated tournament rules and changes.
 
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