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Subject: Adding in components from TM to GP rss

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Danny Wu
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Hi, I just received the game and have not played it yet. After reading complaints about the replacement of coins and workers with a slider track, I'm thinking about using the coins and workers from Terra Mystica for GP. Does anyone have experience with this? Does GP require more coins or workers than TM that I might have the issue of running out of them during game play?
Also, any other substitutions that would improve or make this game run more smoothly?
 
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Jeremy Avery
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Workers can be used for ore without confusion.
Coins can be used for credits with little to no confusion.
There is nothing from Terra Mystica you can use for knowledge though (blue hexagons).
TM uses priests, which are of no use in GP.
 
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Shawn
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Keep in mind that GP has resource limits, so you would need to track those too.

The 15 knowledge limit in particular can easily come into play with the top of the knowledge research track. And you absolutely want to keep Knowledge capped at 15. The other two are probably less important balance wise to cap.
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Sergio Perez
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I'd try it with the slider markers first. I don't really understand the criticism. But if you insist on changing resource tracking, there are more than enough components in TM to substitute for ore and credits. Nothing for knowledge though. As pointed out, ensure you stay within resource limits - 15 ore, 15 knowledge, 30 credits.
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Danny Wu
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Thanks,

Good point and reminder of the resource limit. So far, just planning to replace coins/credits and workers/ores.
I'll keep knowledge on the slider.

I think the criticism with the slider is if it gets bump, it's difficult to recap what the value was before. Also, with back tracking or reversing actions. Some also likes to set aside tokens for each upcoming action and/or plan for future actions.
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Mitch Harding
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iamdannywu wrote:
I think the criticism with the slider is if it gets bump, it's difficult to recap what the value was before. Also, with back tracking or reversing actions. Some also likes to set aside tokens for each upcoming action and/or plan for future actions.


I can certainly see the bump thing as a possible issue (although it hasn't been a problem yet in my 6 games). And for us, reversing actions has been no more difficult with the sliders than it was with actual tokens.

The planning part is the one issue that I've seen in our games so far. But so far I'm not considering replacing the slider mechanism. Instead I'm considering making tokens available for players who want to use them for planning. The "official record" would still be the sliders, but players could use the tokens if desired to help them plan.

One advantage of the sliders that I have found is that it's much quicker for me to see how many resources each player has, and I don't risk overlooking a resource (perhaps because it is in a player's hand as they are moving it around for planning).
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Alex Churchill
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We've found the slider was indeed very easy to jog, especially when you're moving each of 4 tokens up and down it frequently while trying not to bump the other 3. I'm not confident I didn't gain or lose an extra knowledge accidentally in our game on Monday.

Using physical tokens sounds like a good plan (as long as you do indeed keep the knowledge capped at 15). And because of the reduction in traffic on the slider, that ought to help alleviate jogging issues with knowledge too.
 
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