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Subject: 4 player advantage on event cards? Possible Spoilers rss

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Eric Bridge
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We've encountered several event cards now - City and Road - where we get a better result by having a certain Character class in our party. Except I'm only playing this game with my wife and I controlling one character each, or a weekly 3 player game. We still haven't retired any characters yet.

Just looking at the math, it seems to me that larger parties have greater "odds" of getting favorable results from the event cards. Most of these cards are one-shot anyway, so if you missed out the first time it's removed from the game.

Is there any way to make this more favorable/fair to smaller parties?
 
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Gary G
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You should only be starting out with the first 30 of each City/Road Event decks. I don't recall much 'certain required class' cards until you actually start unlocking them....could be mistaken though.
 
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Moose Detective
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You are using only the first 30 cards from each deck right?

Because you shouldnt be seeing cards from the locked classes until you unlock them

Yes, even with the original cards, theres a better chance of you having one of the original six classes with a 4 person group than a 2 person group. But you can only balance so much.
 
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David Wallace
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You are not wrong, that their is an inherent disadvantage with having less people with some road events, like the ones you are talking about. However, there is also increased risk with more people, negative outcomes (especially stuff that affects the next scenario) could get significantly worse with more people. I don't want to use specifics, nor do I know if this "balances" out the class checks problem you found. I do know that after 25 scenarios I think we've seen around 8 "event cards" with class checks.
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Noel Szczepanski
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ebridge wrote:
We've encountered several event cards now - City and Road - where we get a better result by having a certain Character class in our party. Except I'm only playing this game with my wife and I controlling one character each, or a weekly 3 player game. We still haven't retired any characters yet.

Just looking at the math, it seems to me that larger parties have greater "odds" of getting favorable results from the event cards. Most of these cards are one-shot anyway, so if you missed out the first time it's removed from the game.

Is there any way to make this more favorable/fair to smaller parties?


We experienced the same thing. The way we thought it would work best is by having "proxy" classes among those we had unlocked traveling with us on the road or in the city to fill us up to the full compliment of four. For us the "proxy" classes were really the characters of the players who weren't present for the session.

In my second campaign we are just going to roll with the punches because in the grand scheme it doesn't matter too much. Characters come and go, and eventually you'll be through all of the cards anyways.
 
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Vince R.
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I have seen some that have the unlocked classes in the first 30...We just did one that had Scoundrel/music notes/...saw? I think?.

They do exist unless I made a mistake. Another advantage for bigger parties is when the party loses collective gold. I'm fine with it though, I'm sure it balances out in some way.
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Don Brookins
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If you really want to even things up, you could just create two other characters to be your "traveling companions" just for the purposes of city and road events. I don't think that would break the game in any way.
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Greg
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I've noticed that there are certainly some events, both road and city that give a certain result, depending on what classes are in the party. But I think there are also some negative effects of having certain classes in the party, so I can't say that they are all favorable. Thus, while having a smaller party might have you missing some good stuff, it may also keep you from getting some bad stuff too.
 
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Daniel Heidenreich

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Also, make sure you are reading what to do with the card next to each outcome. Many of the cards we encounter have you remove the card only if you have the outcome regarding a certain class. The generic outcome has you putting the card back on the bottom of the stack.
 
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Chris
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ebridge wrote:
Is there any way to make this more favorable/fair to smaller parties?

It is fine as it is - no need to change anything. As crazysmurf said, there are also event cards where having certain classes in your party leads to a worse result than if you didn't have them, so your smaller party is at an advantage for those.
 
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Eric Bridge
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cbrua wrote:
ebridge wrote:
Is there any way to make this more favorable/fair to smaller parties?

It is fine as it is - no need to change anything. As crazysmurf said, there are also event cards where having certain classes in your party leads to a worse result than if you didn't have them, so your smaller party is at an advantage for those.

Yeah, I thought we'd see this too, but it hasn't been balanced this way. We've seen one event card that gave us a negative result, and encountered at least 6 with favorable results.
 
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Lorin Silver
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Yes, there are more good results that can only be obtained by certain classes, especially in City Events (much less so in Road Events).

On the other hand, when something good happens, often it will be a collective benefit (say, 10 gold or two Energy Potions), which is more beneficial for small groups than for largers groups.
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Benjamin Gentzel
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Yeah, a thing that balances it out at least a bit is whenever a collective reward is given, you individually benefit more. You got 10 collective gold? Congrats, both of you got 5. In a 4 player game, you get 2-3. You got an item? 1/2 of you get the item. In a 4 player game, chances are you don't get anything. You get TWO items? Well, you both got one. Sick.

Granted, PAYING collective gold is more brutal in 2-player, but I think the item rewards balance it out a bit.
 
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