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Yokohama» Forums » Rules

Subject: Breaking Ties rss

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Colin Tress
United States
West Hartford
Connecticut
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So apparently ties are broken in favor of earlier turn order when not otherwise specified (e.g. technology card endgame bonus). Earlier turn order already seems to be a massive bonus, in terms of blocking, first crack at contracts and tech cards, and the race for achievements. My group already thought that this being only mitigated by one less coin at the start of game appeared...strange. Add to that preference in tie-breakers (which can easily swing a tight game), something feels off. Has this bothered anyone else? Is it a genuine problem, or am I missing something?

Disclaimer: I have no doubt this game was play-tested hundreds of times. I'm sure there's a reason for things being the way they are, and I don't claim to have found some game-breaking thing here. Just curious, as it feels off.
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Jimmy Hensel
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Bryan
Texas
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You might want to check out: Tiebreaker rule

There is lots of discussion on this topic for this game.
 
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