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Subject: Games where players profit from other players actions rss

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Katharina Schrempf
Austria
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Hey,

I'm wondering, if there are any games out there, where players profit from the actions of other players, or build upon the actions of players before them. I remember vagely a game like that, where the action of a player completed the action of the player before them and they benefited both from it, but I can't seem to find it again. Any hints?
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Harv Veerman
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Via Nebula

THE reason to like it.
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Jim Cote
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In the top 200 that I know of:

Puerto Rico
Through the Ages
Terraforming Mars
Power Grid
Le Havre
Food Chain Magnate
Dominant Species
El Grande
Tigris & Euphrates
Imperial
Carcassonne
Die Macher
Samurai
Small World
Mission: Red Planet
Acquire
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Alexandre Piquet
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In Terra Mystica you can gain power if an opponent builds on an adjacent hexagon.
In The Gallerist when a player chooses one of the 4 action spaces, he can bump your pawn or one of your meeples which gives you an action.

All the games with some kind of action selection: player A chooses an action and then all players can take this action. Puerto Rico and Race for the Galaxy for example.
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Cyrus the Great
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7 Wonders has this, when using a neighbor's resource.
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Marius Østland
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Sounds to me like you might be thinking of CO₂
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Eric Brosius
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My favorite 18xx game for six players is two games of 1846 with three players each.
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This applies to many games.

For example, in the 18xx games, one player can upgrade a city to be worth more, and another player can benefit from the upgraded value of that city.

In Primordial Soup, one player can attack an amoeba belonging to another player, and multiple players (including the one attacked) may have an opportunity to feed on the resulting detritus.
 
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Dan Collins
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Merkator by Uwe Rosenberg (an often overlooked Gem in my opinion)

Rahdo does a run-through for this game and may others on Jim's list above.

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Alexandre Piquet
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I just realised that Bohnanza is one of the best example as you can give a card a player want to get a better hand while giving him a better set.
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zombie homer
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Cacao - player completes the action by placing an additional tile which another player may benefit from
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Zigi Hogan
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What's it going to be then, eh?
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There is a reason Acquire has been incessantly in print since 1964. Abstract but great game!
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Bill Eldard
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ekted wrote:
Puerto Rico
Acquire
Imperial

+1 to those and Via Nebula. I'll add . . .

San Juan -- the card game version of Puerto Rico

TransAmerica

Age of Steam; Empire Builder (and sister crayon rails); and any other RR game wherein players are paid when opponents use their RR lines to deliver things.

Big City; Metropolis; Between Two Cities; Square Mile and similar real estate development games.

In Dream Factory and Moderne Zeiten, the tokens bid by the winning bidder are divided evenly among all the other players.
 
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Stephen Eckman
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ekted wrote:
In the top 200 that I know of:

Puerto Rico
Through the Ages
Terraforming Mars
Power Grid
Le Havre
Food Chain Magnate
Dominant Species
El Grande
Tigris & Euphrates
Imperial
Carcassonne
Die Macher
Samurai
Small World
Mission: Red Planet
Acquire

Scythe
 
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Virginia Milne
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Some Ameritrash enthusiasts do not see benefiting from other players moves as interaction. Nothing short of splitting the skull of an opponent with a dwarven blood axe counts laugh

Now you can guess where the taunts come from that many Euros play as multiplayer solitaire or spreadsheet point salads meeple
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Katharina Schrempf
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Wow, thanks for all the suggestions. I didn't know that there are so many games out there where you profit from other player's actions one way or the other.
I really like those sort of interactions.

I'm thinking of a worker placement game where players can use the same action spot one player before them already used. Most times those actions allow you to select something from a diminshing pool of cards/tokens. The first player on the action spot gets first pick, but players after them benefit from the actions of the players before them in terms of additional coins or something else.
That's an idea that I had for my own game, but I'm sure something like this is already done by other boardgames. Anyone knows a game that uses a mechanism like that?
 
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James Clarke
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Candacis wrote:
I'm thinking of a worker placement game where players can use the same action spot one player before them already used.


Euphoria: Build a Better Dystopia. You displace the worker already there and that player gets their worker back. Nice.
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Billy Lumiukko
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How about a cake break!
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How about a cake break!
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Xahendir wrote:
In Terra Mystica you can gain power if an opponent builds on an adjacent hexagon.
In The Gallerist when a player chooses one of the 4 action spaces, he can bump your pawn or one of your meeples which gives you an action.

All the games with some kind of action selection: player A chooses an action and then all players can take this action. Puerto Rico and Race for the Galaxy for example.


+1

Also in Tiny Epic Galaxies when a player takes an action, all players have the possibility to pay 1 energy to do the same action.
 
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Ian Parmenter
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Not quite what you're thinking, but it's worker-placement: Lords of Waterdeep

When the game starts, there's various 'basic' places to put your workers, but one of those is 'buy building'. Buildings are basicly places to put your worker that are 'better' than the basic places, but give a bonus to the building's owner.

So say you want to recruit fighters. The 'basic' space for this gives you two. But I've build a building that'll let you recruit two -and- a wizard; the downside for you is that I get to pick either a fighter or wizard to recruit for myself if you use it.

There are also cards that basically say "Do X twice, then pick another player to do X".
 
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Jon Vallerand
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Brass: Lancashire is my go to examples for this: when you use coal, you need to take them from the nearest mine, whosever it is, and when a mine is empty, it flips and gives its owner income and points. Positionning your mines so they are emptied by your opponents is a big part of why I love the game.
 
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Scott Townsend
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In Catan and Machi Koro you benefit from other players die rolls.
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JT Schiavo
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Candacis wrote:
Wow, thanks for all the suggestions. I didn't know that there are so many games out there where you profit from other player's actions one way or the other.
I really like those sort of interactions.

I'm thinking of a worker placement game where players can use the same action spot one player before them already used. Most times those actions allow you to select something from a diminshing pool of cards/tokens. The first player on the action spot gets first pick, but players after them benefit from the actions of the players before them in terms of additional coins or something else.
That's an idea that I had for my own game, but I'm sure something like this is already done by other boardgames. Anyone knows a game that uses a mechanism like that?


It is only a small portion of the game, but it reminds me of Galaxy Trucker, especially with five players. There are certain cards where the players get to pick a reward in order based on the current rankings. There are four rewards on each card, and the rule when playing with five players is that one reward can be chosen twice, but the second player gets the amount reduced by one. Since rewards can be a variety of resources, sometimes it's better to take less of a resource you really need instead of taking what you can't use. However, there is no compensation for doing so.
 
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Karen Knoblaugh
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Glass Road?
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Christopher Dearlove
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Candacis wrote:
Wow, thanks for all the suggestions. I didn't know that there are so many games out there where you profit from other player's actions one way or the other.
I really like those sort of interactions.

I'm thinking of a worker placement game where players can use the same action spot one player before them already used. Most times those actions allow you to select something from a diminshing pool of cards/tokens. The first player on the action spot gets first pick, but players after them benefit from the actions of the players before them in terms of additional coins or something else.
That's an idea that I had for my own game, but I'm sure something like this is already done by other boardgames. Anyone knows a game that uses a mechanism like that?


Tzolkin has that if I place on a wheel it makes you cost more, but you get further round the wheel, which is generally better.

(Tzolkin is worker placement with a twist. A literal twist. You take the action when you remove, not place, and the longer you wait the better -generally, it's a bit more complicated than that - it is. Starting further speeds that up.)
 
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