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The Oracle of Delphi» Forums » Rules

Subject: Random tasks rss

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Piotr Hellstein
Poland
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In the instruction it says:

"4 Zeus Tiles show colored Offerings on one side and colored Monsters on the other side. Have any player randomly select 2 of these tiles and place them with the Offerings side facing up. Adjust the tiles of each other player accordingly, so everyone has identical starting conditions with equal colors."

It means that all players have monsters and offerings with the same colours?

This seems like a weird rule, and I am not sure I get it. Wouldn't it be better and more fair for all players to have random tasks?
 
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Philip Mazzone
United States
Maspeth
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Depending on what color your playing, each player has different tiles. They are not all the same.

How we do it - we take the dual sided monster/cube tiles and flip them in the air. Whatever monsters land face up, we add them to our boards, and same for cubes. If to many of one thing shows up, we just reflip.

At the end, each person will have 3 monsters to fight, and 3 cubes to deliver. But each person will have different colors for each of them as again, each starting color offers different combinations on the tiles.
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Markus Pfefferle
Germany
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If all players had randomized monsters and offerings, there wouldn't be such a tight race to complete those tasks before you're the last one left with only one last monster or offering of a color remaining for you to do.
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Piotr Hellstein
Poland
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@Xhawk Your way of playing is what we thought should be done.

@NeoTiger The thing with same monsters and offerings is that near starting location there can be some spots which are very close and allow for instant task-completion. In that case, the first player has serious advantage. If tasks are randomized, then there can be more such places, so that every player has a more or less equal chance at the beginning.
 
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Andy Pelton
United Kingdom
Hucknall
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Xhawk wrote:
Depending on what color your playing, each player has different tiles. They are not all the same.

How we do it - we take the dual sided monster/cube tiles and flip them in the air. Whatever monsters land face up, we add them to our boards, and same for cubes. If to many of one thing shows up, we just reflip.

At the end, each person will have 3 monsters to fight, and 3 cubes to deliver. But each person will have different colors for each of them as again, each starting color offers different combinations on the tiles.


Nice variant.

The actual rules has each player doing exactly the same Monsters and Shrines, then the Statues can be any 3 unique colours and their own temples.

As stated by NeoTiger, it creates much more competition to do things efficiently. If everyone had different things then it becomes easier and some players may be disadvantaged by the map layout.

When I first played this it felt weird that you didn't need everything you put on the map and that you can only do the things you have tasks for, meaning you cannot kill more monsters or deliver more statues.

The more I have played the game the more I like it, the fight to get to stuff is what makes the game.
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rybka007 wrote:
The thing with same monsters and offerings is that near starting location there can be some spots which are very close and allow for instant task-completion. In that case, the first player has serious advantage. If tasks are randomized, then there can be more such places, so that every player has a more or less equal chance at the beginning.


That is the reason why the first player starts with less tokens
 
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Ralph Bruhn
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rybka007 wrote:
In the instruction it says:

"4 Zeus Tiles show colored Offerings on one side and colored Monsters on the other side. Have any player randomly select 2 of these tiles and place them with the Offerings side facing up. Adjust the tiles of each other player accordingly, so everyone has identical starting conditions with equal colors."

It means that all players have monsters and offerings with the same colours?

This seems like a weird rule, and I am not sure I get it. Wouldn't it be better and more fair for all players to have random tasks?
"Better" is subjective here: Stefan and I wanted to have more competition in the game. In an earlier version all players had different and secret tasks, and we found it quite boring.
It has much more of a race character, when there are some tasks that all players have to do. So you can't always stick to your "perfect route", because otherwise another player takes a thing you would have liked to take in the next turn.

But as always: If you prefer it this way with less competition, feel free to use houserules!
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Martin Zeeb
Germany
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And to clarify once again:
"Identical" indeed means "identical".
So indeed the players "rush" for the same colors.

Thanks to
(peltazoid)
for already pointing this out!
 
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Robert Crawford
United States
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If every player had just random monsters and offerings, it would add a lot more luck to the game. One player could get 3 monsters that are all right next to each other, while another player gets 3 monsters that are spread out all over the map. And one player could get an offering color that's directly next to the place to deliver that offering, while another player gets only offerings that are far from their destination.

The rules as written simply make sure that all players have the same set of things they have to do. That's trivially fair. To randomize all tasks is to say "player 1, you have to completely this one set of tasks; player 2, you have to complete a different set of tasks which may be easier or harder than the ones player 1 has to do".
 
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