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Subject: Any tips for the first play? rss

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Igor Bilanovic
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It will be a 3 player game, my biggest question is can I use printed rules instead of living ones for simplicity's sake? Or are there some crucial rule changes in them? (without expansion in picture, since we won't be using it for now).

Thanks
 
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Andrew Denison
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Watch the teach and playthrough from Heavy Cardboard on youtube. Its a complex game and nit an easy teach. It is super opaque so make sure to reasure players that is is OK to feel overwelmed. There are some good player aids you can print out as well which I used.
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Christopher Wood
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eva01iastate wrote:
Watch the teach and playthrough from Heavy Cardboard on youtube. Its a complex game and nit an easy teach. It is super opaque so make sure to reasure players that is is OK to feel overwelmed. There are some good player aids you can print out as well which I used.


^^ This. ... FYI, there are 2 playthrough, both with teaches.
The 4p session has a few errors (see if you can catch them!).
Both are excellent sessions though.

You can use the PRINTED RULES, sure ... but you might find that the LIVING RULES will clear up some questions. It's easy enough to print the Living Rules on a home printer.
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Christopher Wood
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Welcome to the Best Game Ever
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Tanguy Serra
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My advice is twofold:
- learn the victory conditions conceptually which is about having more of a certain type of cards in your tableau - and then park them -

- then just play cards - don't look for a strategy - don't look to "accomplish something" - just play the cards and learn the mechanics and the flow/pace of the game - the game is tremendously elegant and things happen and after a couple of turns things kind of feel interesting and a story is being written -

Then after a handful or turns - try and go back to the victory conditions - and figure out how to insert yourself into the story -

The key is understanding you are not a nation, you are not a cause, you are trying to maximize your influence on the winning factions -

For me, Phil Eklund is a genius -
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Dom Rougier
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The easiest path I've found after the basics is to put the emphasis on the Regime cards, starting by explaining Coronations.

Understanding that they need X regime cards to win one of the victory conditions, and that one Regime card can be used to get another (with money and Campaign ops), and how they move from the stack to tableaus is a core concept in the game, even if they're not actually the most important element. (I typically use a phrase like "What I'm about to tell you isn't true, the Regime cards are the most important cards in the game").

This should give you the basic mechanics, and the tempo of victory (i.e., you need money and an action to claim victory, so if you're wealthy, and in a winning state at the turn start, it's reasonably easy to win. That means the game is about watching all the other players, and stopping this pre-emptively).

From there, it feels like it's easier to grasp that there are other methods of gaining regime cards, and how you can flip them to and from Republics, which ties into victory condition two, picking up one-shots and similar along the way.

Then, covering the other two (three, including ties) victory conditions, including Religious, which I'll leave until last. The concept of Theocracies should already be covered by Regime changes in general and Conspiracies in particular, so that part should be reasonably simple.
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Fabian
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I refuse to believe this game can be taught correctly, so just dive in and fail. People will probably want to play again anyhow and then you can get things right.
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jonathan schleyer
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I found these files to be pretty handy:

This one is essential for me as I look at all the time as it's only 2 pages
https://boardgamegeek.com/filepage/138624/pax-renaissance-pl...

This one is excellent too and I use it when I have a question to clarify the above before digging into the living rules
https://boardgamegeek.com/filepage/140016/pax-renaissance-ga...
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Jason Keglovitz
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provence wrote:
I found these files to be pretty handy:

This one is essential for me as I look at all the time as it's only 2 pages
https://boardgamegeek.com/filepage/138624/pax-renaissance-pl...

This one is excellent too and I use it when I have a question to clarify the above before digging into the living rules
https://boardgamegeek.com/filepage/140016/pax-renaissance-ga...


+1. These are both excellent aids. As mentioned above, the playthrough by Heavy Cardboard is a huge help -- those guys do a great job explaining everything.

I would also agree that using the first game just to understand the flow of the game is a good idea. I found that I didn't really understand the interactions until I played a couple solo, 2-handed games.
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Dom Rougier
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andrewdoull wrote:
I'd even go so far as to just activate Imperial victory at the start, and call the game with comets the 'advanced game'. This means you don't have to explain any of the prestige icons on the cards.


That's actually really tempting. It would mean that a lot of the mechanisms in the game are skewed, but everything should still work.
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Michael Drog
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Ive taught with and without player aids. Player aids here on BGG were a MUCH better experience.
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Igor Bilanovic
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Just to report that the game went great and everyone loved it. We had few rule errors, but it wasn't as bad as I thought it would be. We already made plans for the next game whistle
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Richard Trout
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provence wrote:
I found these files to be pretty handy:

This one is essential for me as I look at all the time as it's only 2 pages
https://boardgamegeek.com/filepage/138624/pax-renaissance-pl...

This one is excellent too and I use it when I have a question to clarify the above before digging into the living rules
https://boardgamegeek.com/filepage/140016/pax-renaissance-ga...


The link to the first file is no longer working. Without the link its hard to tell whether the file is available in some other form or not. Do you know if there's another version?
 
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