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Klondike Rush» Forums » General

Subject: Director's Cut variant, thoughts on rss

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Jason Bloody Purchase
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After two games of the normal version, last night I tried the director's cut variant at 4.

Three of us had played the original, and one had never played at all.

The three of us familiar with the original all agreed that the director's cut is a huge improvement, and the other player resolved to go acquire the game.


Specific improvements:
Removing the auctions makes the game much faster.

The new game end condition makes it much more likely that the mining companies will end at different values. In the old game, especially with 5 players, it was very likely that all the mines would get built, making the decision of which color to invest in moot. That has been fixed.

The display of open order cards makes the game much less luck dependent: in the two games I played of the base game, the winner was the person who had the best order card draws.

The new yeti rules create interesting opportunities and trade-offs: do I chase the yeti? When? How? Previously getting the most yeti tokens was not very interesting, and usually came at the cost of lost contract opportunities.


Overall this is a huge improvement. I was considering trading the game before, but now it is definitely a keeper. I would consider the director's cut essential, and I hope that any later printings of the game include it in the box.
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Mike DeLeeuw
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I own the game and have yet to play it. Would you recommend me teaching the director's cut variant from the start with the people I play with or should I try the base game first?

I'm afraid if I teach the base game first they might not even want to try the variant if they don't like it.
 
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Jason Bloody Purchase
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Rocket2961 wrote:
I own the game and have yet to play it. Would you recommend me teaching the director's cut variant from the start with the people I play with or should I try the base game first?

I'm afraid if I teach the base game first they might not even want to try the variant if they don't like it.


Unless they really, really like auction games, just use the director's cut variant. It really is more of a variant than expansion because it changes a lot of the base rules; there is no benefit to playing the vanilla version first.
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Nathan Preheim

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Jason! Where would I find the Director's Cut rules? Very very enthused to give this version a try. Thanks.
 
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Jason Bloody Purchase
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The designer posted a link to them on the forums here
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Brenna Asplund
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You can also find the Director's Cut on the Klondike Rush page of the Red Raven Games website!

https://redravengames.squarespace.com/klondike-rush
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Tom Luongo
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Jason,

I'm glad the Director's Cut makes you happy. I'm not sold on it, however. I like it but I prefer the game as written. I agree it should be included in any reprinting.

That said, I think it depends on your gaming group and kudos to RRG for coming up with a variant that speaks to different types of board gamers. For those that really don't want to think too hard about their choices, the Director's Cut is the better option.

I brought this to my weekly gaming group a few weeks ago and played it with some really veteran board gamers. We played the OG not the Director's Cut.

And they all felt this was the best of Ryan's games to date from a mechanics and choice perspective. I still prefer Islebound and CoI v2 overall, but KR is right up there.

It's a hard game. You aren't supposed to feel like you're able to do everything you want to do. And I also don't think the Director's Cut fixes anything that wasn't a by-product of players, sorry to be frank, playing poorly; building mines that are uneconomic simply to fill an order and give your opponent money.

I see that all the time playing this game.

Klondike Rush is about getting your opponents to build mines for you while you spend wisely collecting shares, building judiciously. Not getting sucked into the trap of, "I have money and a mine I can build, I should build it."

I have played this enough to 'hate draft' cards so mines don't get built. I'm not building mines that give my opponents more profit.

That hasn't changed with the Director's Cut. The game just ends before all the cards are bought so it feels like there's some variance.

Isn't it a better game when the incentives create that dynamic versus some artificial constraint created by the rules?
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Greg Gresik
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We just played this last night and used the Director's Cut variant. For 3 of the 4 of us playing, it was our first time playing the game in any form. After we all enjoyed the game we asked the inevitable - what are the "normal" rules then? When they were explained to us, all 3 of us made various expressions of pain, as that sounded far less appealing than the Director's Cut method.

So, while I have nothing to compare it to in terms of actual game play, I honestly cannot see myself asking to play without the "Director's Cut" rules.
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