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Subject: Potential issue with the 3 player game? rss

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Luke Warmwater
New Zealand
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We just had three 3 player games last night.

I received terrain clues in each game (eg, on Desert or Mountain). It occurred to me that in a 3 player game, I could be the only person that has a terrain clue like this because if someone else had another terrain clue (eg, on Desert or Swamp) then it would be very unlikely the final player had a clue that could narrow down to a single possibility.

This doesn't seem to be an issue in 4 and 5 player games because people each clue doesn't need to narrow down the remaining possibilities as much.

But for the three player game, I felt that having the terrain clue gave information that neither other player had a terrain clue. But the other players don't have that information as they can't deduce any information based on their own clue.

Anyone agree / disagree / have any thoughts?
 
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Peter Chinkin
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I imagine there are some unpublished rules about possible combinations of clues which might skew things in such a way, I would normally assume that there would have to be at least one of the within 2 or 3 clues, but I keep getting surprised by how wrong my assumptions turn out to be. I have had games where two people have overlapping territory clues which (when combined with the third clue) leave only one space.
 
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Luke Warmwater
New Zealand
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Peter Rulebook wrote:
I imagine there are some unpublished rules about possible combinations of clues which might skew things in such a way, I would normally assume that there would have to be at least one of the within 2 or 3 clues, but I keep getting surprised by how wrong my assumptions turn out to be. I have had games where two people have overlapping territory clues which (when combined with the third clue) leave only one space.


Really? That is good to hear. Sounds like it still might be easier for the one person vs the other two but I am glad the clues don't follow a certain pattern.
 
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Max Maloney
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"If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason." -Jack Handey
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The completely open options for placement of shacks and standing stones should make it easy to ensure one space only no matter the other clues and map layout.
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Peter Chinkin
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Dormammu wrote:
The completely open options for placement of shacks and standing stones should make it easy to ensure one space only no matter the other clues and map layout.

And that logically leads to the assumption that there is likely to be at least one clue relating to the structures; although the animal territories can have a similar effect depending on the orientation of the tiles.

Obviously when you start adding in the negative clues, the possibilities grow significantly. You could have a "not within 1 of terrain type" combined with a "on x/y terrain type" to really narrow it down, so the assumptions become less likely to hold water. So, if it does get too predictable in the basic game, switch to the advanced mode.
 
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Ori Avtalion
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This is a question about the puzzle-generation algorithm that I think only the designers/publisher can answer.
Out of curiosity, I would generally like to know if each clue and clue combination in a given puzzle is chosen to be more or less equivalent to the other clues in the number of hexes it eliminates.
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Peter Chinkin
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There's a designer diary (and the comments below) that covers some of it. What I haven't been able to deduce is whether certain clues, or certain combinations are more likely than others to come out. I think I was fearing that some noticeable patterns would start to emerge with repeated plays; but I have been pleasantly surprised that this has not happened.
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