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Subject: Is it just us? Power Bowls rss

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JMJimmy
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For all the weight they add in terms of complexity they seem to get used very little for actual purchases. Are there any variant rules that have a more active bowl system for 2 players?
 
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James Wolfpacker
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If 2p happen to not build together than they will not be able to cycle power much due to building activity.
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Brad Miller
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"Burn" power to do things you can't normally do. Reconsider the game space this opens up. Use appropriately...
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JMJimmy
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Windopaene wrote:
"Burn" power to do things you can't normally do. Reconsider the game space this opens up. Use appropriately...


Yeah, we'll burn 4-5 to up the cycling early on - still feels underused; We're thinking of trying cult level as power income to make things more dynamic.
 
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Grant
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JMJimmy wrote:
Windopaene wrote:
"Burn" power to do things you can't normally do. Reconsider the game space this opens up. Use appropriately...


Yeah, we'll burn 4-5 to up the cycling early on

That’s not what that does. Check out this thread: Understanding the Bowls of Power

You asked if it’s just you, and I wouldn’t say that, but it is a function of your skill level and play style. Play the game some more. Build near each other. Build more trading posts. You shouldn’t need to add in more power income artificially to feel like power is useful.
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Dániel Lányi
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JMJimmy wrote:
For all the weight they add in terms of complexity they seem to get used very little for actual purchases. Are there any variant rules that have a more active bowl system for 2 players?


You could give both players 1 or 2 power income each turn to simulate more opponents but before you try that I recommend a tighter map like this

and another house rule that works great is that you must place both your starting dwelling so that they are next to your opponents. That should give both of you more power to play with
 
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Robert
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JMJimmy wrote:
For all the weight they add in terms of complexity they seem to get used very little for actual purchases. Are there any variant rules that have a more active bowl system for 2 players?
FAV8 aka the 2 Air favor (income of +4 power) could be your friend here.
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JMJimmy
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grant5 wrote:
JMJimmy wrote:
Windopaene wrote:
"Burn" power to do things you can't normally do. Reconsider the game space this opens up. Use appropriately...


Yeah, we'll burn 4-5 to up the cycling early on

That’s not what that does. Check out this thread: Understanding the Bowls of Power

You asked if it’s just you, and I wouldn’t say that, but it is a function of your skill level and play style. Play the game some more. Build near each other. Build more trading posts. You shouldn’t need to add in more power income artificially to feel like power is useful.


What I meant by "up the cycling" wasn't that they'll move any faster. Obviously they'll move at the same rate. The difference is that you can use a larger number earlier and as long as you stay 6 or above you'll be able to make any conversion/spend. It's either boom/bust waiting to get 12 in bowl 3 or whatever stays in bowl 2 while you spend lower amounts is dead weight. Sure it could be saved for some imaginary scenario later on but as with all economy games, early spending is a better ROI.
 
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Grant
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JMJimmy wrote:
grant5 wrote:
JMJimmy wrote:
Windopaene wrote:
"Burn" power to do things you can't normally do. Reconsider the game space this opens up. Use appropriately...


Yeah, we'll burn 4-5 to up the cycling early on

That’s not what that does. Check out this thread: Understanding the Bowls of Power

You asked if it’s just you, and I wouldn’t say that, but it is a function of your skill level and play style. Play the game some more. Build near each other. Build more trading posts. You shouldn’t need to add in more power income artificially to feel like power is useful.


What I meant by "up the cycling" wasn't that they'll move any faster. Obviously they'll move at the same rate.

You say that, but if you read the other threads, it's clearly not obvious to a lot of people.

Quote:
The difference is that you can use a larger number earlier and as long as you stay 6 or above you'll be able to make any conversion/spend. It's either boom/bust waiting to get 12 in bowl 3 or whatever stays in bowl 2 while you spend lower amounts is dead weight. Sure it could be saved for some imaginary scenario later on but as with all economy games, early spending is a better ROI.

All of that is true, but I'm not sure how it relates to the phrase you used of "up the cycling."
 
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JMJimmy
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Poor choice of words in my post, not exactly sure what the correct term would be for the concept.
 
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Joe Williams
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maybe just term it "cycle earlier"?
 
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J A
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I like to think of it, for better or for worse , in terms of how much leech is required before B3 fills up with enough power tokens for me to take the action(s) I want -- rather than the speed at which they cycle, or time it takes for them to do so. It will take a greater amount of leech for a larger number of tokens to cycle back into B3 after they have been used.

Edit: probably it is better to say "how much power income" rather than "how much leech", as leech is not the only source of power (of course! )
 
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Marc McConley
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DocCool wrote:
FAV8 aka the 2 Air favor (income of +4 power) could be your friend here.


I play TM almost exclusively 2p and this is indeed a popular choice in many of our games.
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