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Subject: playing past 9? rss

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Mitchell Lurcook
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Kingsport
Tennessee
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Does playing past 9 rounds hurt the game at all? like if we all agree before hand we will play 20/15 rounds?
 
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Paul Brown
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Yes, very. All species would be able to get all 3 tech tracks filled which would hurt certain races. Octanis would be able to evolve everything, which would give them a LOT more points than any other species. Strong early game, weak late game races would be at a huge disadvantage. The game would likely end in complete elimination of most or all but one players. 9 rounds is exactly where it should be.
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Mitchell Lurcook
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Kingsport
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thats fair, I ask because last night i played for the first time in about a year and teh game ended right when i started to get rolling so I was curious. it was probably due to me not playing for a while and not doign very well... oh well
 
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Gabriel Conroy
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I think you could go to 11 or 12 without wrecking the balance much, particularly if you are not experienced players.
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Vic R
Spain
Tomares (Seville)
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Pure mathematics is the world's best game. It is more absorbing than chess, more of a gamble than poker, and lasts longer than Monopoly. It's free. It can be played anywhere - Archimedes did it in a bathtub
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There was a variant where you rolled 2D6 at the end of each turn after turn 9 and if you get equal or more there are a turn more so:
turn 9 9-12 extra turn
turn 10 10-12 extra turn and so on
The point was a bit to avoid the last turn issue "I dont care how I will defend that system or burn everything in this turn because it doesnt matter what happens tomorrow" you have to be a bit more consevative when there is almost a 1/3 chance that there will be another turn and lost everything you got in turn 9 in an extra turn 10. As the chance of extra turn dimish it with each extra turn is unusual to have a 12 or a 13 turn game (the hard limit) so I havent experienced any balance issue
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Alex Krasny
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Wow that is interesting!
 
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Eric Lustenberger
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Nashua
New Hampshire
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Lelouch vi Britannia commands you... All of you... To play more games!
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vica8081 wrote:
There was a variant where you rolled 2D6 at the end of each turn after turn 9 and if you get equal or more there are a turn more so:
turn 9 9-12 extra turn
turn 10 10-12 extra turn and so on
The point was a bit to avoid the last turn issue "I dont care how I will defend that system or burn everything in this turn because it doesnt matter what happens tomorrow" you have to be a bit more consevative when there is almost a 1/3 chance that there will be another turn and lost everything you got in turn 9 in an extra turn 10. As the chance of extra turn dimish it with each extra turn is unusual to have a 12 or a 13 turn game (the hard limit) so I havent experienced any balance issue


I really like this idea. I'm just concerned with it adding length to the game if people are expecting it to end it could cause frustration.
 
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Travis C
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That dice idea is what I needed for my group.

Almost every game my group would invade a hex, and then upgrade something on top of their drives, so they can't move anymore, but they don't need to because it's the last round. Brilliant!
 
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Eric Lustenberger
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Nashua
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I believe you always need at least one drive, no?
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Trevor Schadt
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Glenshaw
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AbyssalStalker wrote:
I believe you always need at least one drive, no?
That is correct. Interceptors, Cruisers and Dreadnoughts need at least one drive.
 
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Eric Lustenberger
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Thought so!

Seems your friends have been really cheesing you if they replaced all drives with other ship parts!:ninja:
 
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