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Port Royal» Forums » Variants

Subject: End Game Win Condition (variant) rss

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mortego
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I just bought a copy of Steve Jackson's version of Port Royal and in a review about Port Royal (pre Steve Jackson print run) the reviewer mentioned a variant where in addition to getting 12 points the player must also have in their possession an expedition (now known as Mission).

However, that variant isn't listed in the SJG version, is it a good variant?
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Mavis
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A Fine City
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Never played it this way but I think it just places an unnecessary limit on the different ways of getting to 12 points.
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Tor Sverre Lund
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You can, theoretically, play forever before a Mission card pops up, so that kind of put it off for me.
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mortego
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Huh? maybe I should remove the "Mission" cards? I can see that an engine can be built easily without the need of mission cards.
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Who Am I?
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killerjoe1962 wrote:
Huh? maybe I should remove the "Mission" cards? I can see that an engine can be built easily without the need of mission cards.


Why would you do that?
Lots of the cards in game rely on mission cards to provide value.

Personally, I don't think the variant you mention is a big deal... use it if you want, or don't, and it's unlikely to change the game much beyond slightly increasing the value of cards that help complete missions.

But to remove the mission cards entirely would change the game in a bad way, IMO.
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Petr Míka
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In the original version the option with obligatory expedition (mission) is the normal way to play and the option when expedition is not necessary is a variant. I usually play the way that you have to have an expedition to win. It adds the tension to the game. I played the game more then 30 times and never experienced that no expedition came out. Actually I can't remember a game where there were less than 3.
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Tor Sverre Lund
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Pemik wrote:
In the original version the option with obligatory expedition (mission) is the normal way to play and the option when expedition is not necessary is a variant. I usually play the way that you have to have an expedition to win. It adds the tension to the game. I played the game more then 30 times and never experienced that no expedition came out. Actually I can't remember a game where there were less than 3.

No, but it can prolong the game quite a bit. You don't only have to have an Expedition show up, but also the right people needed for it.
 
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Petr Míka
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It can prolong the game but not much and I've never felt that playtime was a problem. Situations when players passed the VPs threshold and everybody is waiting right expedition/people is not common.

I don't want to say that playing Port Royal this way is best for everybody since different people have different tastes. What I want to say is that playing with obligatory expedition is 100% ok.
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Joe Hauser
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This option is available on yucata.de and I do not think it adds anything to the game. It can slightly increase the length and it makes the cards necessary to complete the expeditions slightly more valuable.

More than anything it just changes the emphasis on which cards you need to win.
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Brian Larsen

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We think it's a great variant.

The fact that all of the 'missions' might not show makes the 'less desirable' cards (which you trade in for them) all the more important in the variant game, as you can't bank on a certain 'mission' showing (though, statically, getting the settlers is a good bet). The variant adds some interesting tactical play: do I buy a 'less desirable' card now because it might help with a 'mission'--or do I try and save for a 'more desirable' card only to find that I miss my chance when I try to buy the cards after it shows because someone else is ready to pounce (this, of course, becomes less of a problem the fewer players there are).

We think the mission requirement adds a lot, though we play both ways.

Edit: for clarity.
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Ryan
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Granted I've only played this once so far, but it seems that one would almost have to have completed a mission to get the number of VP to win. Or I guess the game could just go on for a long time...

That said, I plan on playing this with the original Händler der Karibik rule requiring completed Missions in mind.
 
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Matthias Mahr
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My issue with the "obliged mission rule" is, that missions are powerful due to their cheap VP, anyway. So in most games, the winner will have obtained a mission, whether it was a win condition or not. If somebody wins without, it's normally rather because the missions or characters really did not pop out on the turns, (s)he was able to get them. I don't think, you should punish people, who got to the threshold of 12 VP fast enough to compete with missions in other ways.
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mortego
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Susumu wrote:
My issue with the "obliged mission rule" is, that missions are powerful due to their cheap VP, anyway. So in most games, the winner will have obtained a mission, whether it was a win condition or not. If somebody wins without, it's normally rather because the missions or characters really did not pop out on the turns, (s)he was able to get them. I don't think, you should punish people, who got to the threshold of 12 VP fast enough to compete with missions in other ways.


Hence, variant. Currently I am playing the way it's written in the SJG version which is no mission card needed but I have won by getting mission cards so for me it doesn't really matter, I am always going to be going for the mission cards.
 
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