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The Great Zimbabwe» Forums » Variants

Subject: Shorten game rss

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kos blaat
Netherlands
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Are there any suggestions how to halve the average game duration to under an hour?
Somehow we have reached a point in life where we prefer shorter games.
Can it be done with TGZ
 
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Maarten D. de Jong
Netherlands
Zaandam
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No. TGZ is already one of the shorter Splotter games, for one thing. For another, a lot of time goes into 'escalating' player positions until a player can no longer be stopped and wins. You'd need to remove this 'escalation' which would render the game boring and pointless. It would really become a sort-of 1. e2-e4!!! I win!-type game.
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The Mirror
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New York
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If one person is lazy or new and don't have a lot of AP, the 2 player variant can end in 20 min on occasion.
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Emspace
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kosterix wrote:
Are there any suggestions how to halve the average game duration to under an hour?
Somehow we have reached a point in life where we prefer shorter games.
Can it be done with TGZ


Chess timer. Every decision has to be made in 10 seconds or less. No take backs on choices made.

But then, everyone would have to be completely focused on whose turn it is and what the choices are, etc. No drinks, no bathroom breaks, no checking text messages.

Instead of using your focused analytical mind, you’d have to play on your instincts or what worked last time.
 
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kos blaat
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"no checking text messages"
that's already taboo on tabletops
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Pieter
Netherlands
Maastricht
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Good intentions are no substitute for a good education.
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emspace wrote:
kosterix wrote:
Are there any suggestions how to halve the average game duration to under an hour?
Somehow we have reached a point in life where we prefer shorter games.
Can it be done with TGZ


Chess timer. Every decision has to be made in 10 seconds or less. No take backs on choices made.

That works for the early game, but not for the final few turns. The logistics of raising several monuments at once can be daunting.

I admit that this game is prone to AP, so what we usually do is help players along. For instance, a player might say that they want to raise two monuments, for which they need three resources at one of them and two for the other, and they have 20 cattle available, so the question is if that is possible. Rather than having them try to work all of that out in silence, we help each other determining optimal transport paths and such.
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R. Eric Reuss
United States
Massachusetts
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I'd synthesize other folks' good suggestions into:

* Use an aggressive timer (5-10 sec) for turn-order bidding and a relaxed timer (30 seconds - 1 minute?) for "what are you going to do on your turn?" (God/Specialist choice and action selection).

* Help each other figure computational details for raising monuments / placing craftpeople.

* Play with no more than 4 players, and possibly no more than 3.

Like Maarten, I wouldn't suggest actually changing or foreshortening the game.
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kos blaat
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it just seemed that changing the VP requirement (20) to 10 would shorten the game for new players.
ok then this game is not for us, we are vulnerable to AP. Good. Saves me 70 bucks.
 
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Wilbert Kiemeneij
Netherlands
Eindhoven
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I know the rules, but how do you win this game?
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Going off of what you describe, it seems like this isn't a game for you. However, if you happen to live in the Eindhoven area, I could bring this game to a Roll The Dice game night and have you try it out and see for yourself. It's a neat game.
 
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