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Subject: Which inventors are best for new players? rss

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Kirk Roberts
United States
Jonesborough (will trade by mail)
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Experienced players, in your opinion which inventors are best for players new to the game (and perhaps new to more complex games) to use?

Perhaps there are some that are easier to grasp how to use effectively.

I'm sure the inventors are mostly balanced or it comes down to style and gameplay choices, but I've seen a few comments about particular inventors being more powerful or harder to use and I thought it would be good to have a thread dedicated to the topic.

The theme and art of this game are so appealing I think I can hook a few casual/beginner gamers into it but I'll only have one shot. If I can grease the course by steering them toward favorable inventors that might help the game get back on the table for a second play.
 
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Ed Hughes
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I'd give a new player the wright brothers or nikola tesla.

Both of them are relatively straightforward and forgiving, and the wright brothers are probably the strongest of the inventors.
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Stefan Kaiser
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+1 to the above, additionally i would say that Graf von Zeppelin may be a good fit as well since he gives you constant movement which may be good for new players since they already need to concentrate on a lot of things.
 
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Paul Saxberg
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I would avoid the ones that don't have producing dice as one of their options (e.g. Margaret Knight, though she's a favourite of mine).

It's common for new players to forget to get dice income, and/or to forget to install parts with movement powers, so I'd be paying attention to them on the first couple turns to see whether they fall into those traps.
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Orin Bishop
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Many of the inventors produce dice and can use these dice to power their starting propulsion card, and this was intended to help ease people into the basic mechanics/tactics of the game. I'd steer away from inventors like Carver who don't start with a functional combo like this.
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Tom Ragaert
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We've found that Edison, Tesla and Einstein are relatively easy to compete with. They're not going to win all of the time, but they'll never lag behind which is what you want to avoid with new players.
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Kirk Roberts
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Thanks everybody for the input, very helpful!

mind_ranger wrote:
I would avoid the ones that don't have producing dice as one of their options (e.g. Margaret Knight, though she's a favourite of mine).

Interesting how this inverts the question to be "what are the inventors to avoid at first?" Going through the inventor cards with this in mind it looks like there are 4 or 5 to avoid. So I can probably let people have free pick and just make sure those 4 or 5 aren't the picks
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Matt Ramsey

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LordOrin wrote:
Many of the inventors produce dice and can use these dice to power their starting propulsion card, and this was intended to help ease people into the basic mechanics/tactics of the game. I'd steer away from inventors like Carver who don't start with a functional combo like this.


just got this game for Christmas. My wife and I brought it out to play through everything so that we'd have a better grasp of it.

I really enjoyed the game!

My wife commented several times on how much "game" (all the components) you get in the box. She was like "how MUCH was this thing?"

Can't wait to play it with more people.

Thank you for the game!
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Mike Harbaugh
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Roxana
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I like using the ones that have "smooth motion" already on them makes it easier to get through the terrain hazards you can add cards with standard motion through the draft then it's just the point of powering them at the right times
 
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