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The Climbers» Forums » Variants

Subject: Ideas for a Cooperative variant of the climbers game rss

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Anne G
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I would like to play the climbers game semi-cooperatively with an 8-year-old boy (ie probably no blocking discs). Any suggestions?

the rules mention
Quote:
it often makes sense to collaborate with one or more of the other players. You will then place neutral grey surfaces in front of the group.
You may also put a block which enables another player to continue climbing


(1) play with 4 climbers, 2 for each player (see Jason's variant below)

We could play "competitively" for the first 10-15 minutes (with a timer or just by feel to get the game going and have all the climbers 3-4 cubes up), when suddenly the game becomes cooperative: a black dark clouds threatens on the horizon, the climbers are exposed on the rock face, they could be hit by lightning and fall; we need to help each other up to the top for an easier route to safety, The climbers win if one of them makes it to the "top" with all the other climbers within ladder reach so they can all make it up there and be safe.

(2) keep a record of the height to beat.

======================
Jason's 2 player variant using 4 climbers.

Jason Stone wrote:
we alternated turns and pieces to simulate a 4-player game. it gave the game the dynamic flow that the 2-player version did not (including better-looking structures), and the rule about opposing players getting a free move created situations where we set up on one turn a free move for the "teammate" piece.


free move:

icarusmustburn wrote:

- after a player's turn, the others in turn order may move if possible;
- you may use ladders during your free move

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Anne G
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Cooperative variant: the two players team up against a pretend player.

Competitive variant with a handicap: Pink against any of the other colors: Pink is always opposite grey which is a handicap:

If the red player wants a half step he might have 4 half steps red and 4 half steps grey to chose from out of 12 half steps, ie 67% of the possible half steps. The pink player in a similar situation would have 4 out of 12, ie 33% of the possible half steps.

later on, lets say all the 2xcubes are available and the red player wants
to climb on top of a 2xcube. He can climb on the 3 reds and the 3 greys.
he can chose 6 out of 9, again 67% of the possible 2xcubes standing. Pink player can chose 3 out of 9, 33% of the possible 2xcubes standing.

Since there is no difference in the cubes, or the triple, red player
should have a 0% advantage over [12 cubes, 9 2xcubes on its side, 2 3xcubes standing, 2 3xcubes on its side] and 27% advantage over [9 half steps, 9 2xcubes standing]

so red player can have around 12% more choice on a given turn and if you don't use the 2xcubes and 3xcubes on their side around 16% more choice on a given turn. Not that big of an advantage if I am guess-estimating this correctly. But accumulating a 10% advantage on every turn over a game play might make a difference.

competitive variant with a handicap: give the younger player more ladders. how many more? One of each? two short ones?
 
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Joe McSteve
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icarusmustburn wrote:

- after a player's turn, the others in turn order may move if possible;
- you may use ladders during your free move

I don't see this in the rulebook. Is this from an earlier version of the game? It would change a lot.
 
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Anne G
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Here is the forum discussion in regard to free move.

free move after each players turn
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