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Subject: Modularity and mixing it up rss

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Angelo Ng
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Are we supposed to keep the number of modules and players equal, or can we start throwing in more modules than there are players? If so, how does this affect the experience, and are there any guidelines on what is not advisable to do in terms of mixing?
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Ben Greig
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Kelso
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the main problem is blueprints, If you have too many modules then the market wouldn't cycle though fast enough and there is a strong chance you won't see the cards you may need to build for your blueprints,
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Joel Finch
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Carindale
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The game is intended to use 1 theme pack per player. This keeps the draw piles cycling at a good rate, generally allowing players to get twice through the Park deck and at least once through the Event deck.

This gives a better chance to see the pieces needed for blueprints, as Ben mentioned, and also gives good coverage of the Event deck for combo-building as well.

You can try any combinations and numbers of packs you wish of course, but I'd expect that the flow and tension to the game would suffer at least a little if more packs than players were used - we spent considerable time tuning the balance of attractions to upgrades, how many copies of events, etc, even ditching one event from the core cards relatively late in the process with an eye to streamlining the decks.
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Bobby Clark
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Frisco
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We play 2 player using three decks regularly. It works great and we feel it offers more options. With two decks it is easy to get hung on blueprints if you don't get a shot at the cards you need. The blueprints that have only one or two cards are not as critical. We also found it is not as easy to "know" what the other player is planning by eliminating what you have and knowing what's left in the deck.

It plays fine either way. Give it a try, can't hurt to try.
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Angelo Ng
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SumoBobFrisco wrote:
We play 2 player using three decks regularly. It works great and we feel it offers more options. With two decks it is easy to get hung on blueprints if you don't get a shot at the cards you need. The blueprints that have only one or two cards are not as critical. We also found it is not as easy to "know" what the other player is planning by eliminating what you have and knowing what's left in the deck.

It plays fine either way. Give it a try, can't hurt to try.


I will! I definitely found that it almost feels like 2p needs an exception of having 3 decks, not 2.
 
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