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Escape from 100 Million B.C.» Forums » Variants

Subject: Any house rules to improve the game? rss

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Vlad
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Hey guys,
so we played 3 2-player games now and while we love the theme here the game is just not a challenge and that is definitely a problem for any sort of longevity.

We found it too easy first couple of playthroughs so we decided to start with 2 rifts open, 1 equipment card each and the highest 'difficulty' of 9 time machine pieces. At no point were we even close to 'losing' the game. It's very easy to get castaways and bring them back and it's very easy to fight off any dinosaur with a repel weapon. I guess those two things are supposed to bring tension but they just don't.

Have any of you figured out how to make the game more challenging but still keep it winnable? We have a bunch of ideas but that would mean playtesting and we might just move to a different game at that point. The theme is fantastic. This game deserves better rules
 
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Vladk wrote:
Hey guys,
so we played 3 2-player games now and while we love the theme here the game is just not a challenge and that is definitely a problem for any sort of longevity.

We found it too easy first couple of playthroughs so we decided to start with 2 rifts open, 1 equipment card each and the highest 'difficulty' of 9 time machine pieces. At no point were we even close to 'losing' the game. It's very easy to get castaways and bring them back and it's very easy to fight off any dinosaur with a repel weapon. I guess those two things are supposed to bring tension but they just don't.

Have any of you figured out how to make the game more challenging but still keep it winnable? We have a bunch of ideas but that would mean playtesting and we might just move to a different game at that point. The theme is fantastic. This game deserves better rules

You realize every game here has a Variants forum? That's the first place to look for house rules.
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Vlad
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Did not know that, thanks. Doesn't seem to be anything in there for this game though.
 
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C Sandifer
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We've played 3-4 times (3p only) and only won once. And that was on the lower difficulty levels. Though we always "choose" our characters randomly to mix things up.

There's just a lot of chaos in the game. That's not a complaint, as I don't mind it one bit. But things can go your way (or not) depending on how the hexes flip, the cards come out, and the dice roll.

Also, Driving Off a creature isn't mechanically any easier than Killing a creature - and worse it causes you to expend a Will token. We know we're in deep, sweaty jungle trouble when an 8-Brawn creature appears. As it usually does.

It might also be easier with more players? In our last game, by luck, castaways tended to appear on the opposite side of the board from the heroes. That's less likely with more players, as there's better board coverage.

A simple 'make it harder' variant is to change the starting position of the Paradox track. Use the 4-player starting point for 3 players, for instance. You could also play the equivalent of a 4p game (two characters each) and see what happens.
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Tim Royal
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Vladk wrote:
Did not know that, thanks. Doesn't seem to be anything in there for this game though.


Nod. I think what he means is that if you have ideas about variants that could be compelling, if you post them there, it's generally where other folks will look for and comment on variants that you propose with thoughts or suggestions.

I've not had the string of winning that you have, but I definitely think that 2P has been easier to grapple with than higher player counts (though there's nothing innately about the way the game adjusts for player count that would suggest it's easier for two: it just seems to play out that way for us).

So you're able to get all the pieces and recover all the equipment and send castaways back consistently? Our games, grabbing equipment was always the kicker, since the residual equipment at game end added to the paradox pain.


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Vlad
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First two games we didn't fully finish equipment deck but we were in single digits paradox so it didn't really matter. Last game we played for all 9 machine parts so the deck ran our quite a bit before we got the last part. For 2 players 16 cards are removed from the deck so the deck is not that big.

In the lats game we ended with one castaway on the board but he was only worth 1 paradox so we just let him die. Should've probably houseruled 'no castaway left behind'.

It might be that we are just that lucky but being able to spend will tokens to add dice just makes most encounters a non-issue. Maybe that's the tweak to try.

I'm thinking we maybe increase paradox every turn or spawn a bunch of dinosaurs right away to have some sort of danger. I think at the most we've had 3 creatures/castaways on the board at one time.
 
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Vladk wrote:
Did not know that, thanks. Doesn't seem to be anything in there for this game though.

There's this: A variant trait "Predatory"
I have no idea if it's any good, but the writer said the idea was to make the creatures more deadly.
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Vlad
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Sphere wrote:
Vladk wrote:
Did not know that, thanks. Doesn't seem to be anything in there for this game though.

There's this: A variant trait "Predatory"
I have no idea if it's any good, but the writer said the idea was to make the creatures more deadly.


I saw that but the author says it's untested. I have ideas on how to improve things but I'd rather play something that's already good vs playtesting a game that I think could be good. I might come back to it when new Jurassic Park comes out
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