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High School Drama!» Forums » Rules

Subject: Breakup a hook-up immediately? rss

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Steve Cates
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It seems harsh but in a two player game if the first player draws a hookup and a bond (or break-up) the first round and the second player draws a hook-up and a break up, then the second player has an extreme advantage.

First player plays their hook-up (their only choice).
Second player plays the break-up
First player plays the bond (or break-up) to no effect
Second player plays the hook-up

Now the first player has nothing and the second player has a relationship.

In the second semester, the second player now goes first and strengthens the bond to avoid losing the first relationship and it seems that the second player has now has a real advantage that can't be overcome easily.

In the third semester the second player can again prevent the first player from adding to their clique going into the scoring round up by at least one card and possibly more.
 
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Steve Cates
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With more players, the problem only gets worse for the first player.

Any fix for this?
 
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Flying Arrow
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It's part of the theme. As freshmen, nobody has any friends.

(But, really, I don't know the answer.)

 
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Flying Arrow
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I'd like to hear an answer to this, too.
 
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Alex Martinez
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I use a house rule when I play. The first bond formed in any relationship is given 2 bond points. This prevents the instant breakup that seems to be a big weakness of the game. I've played this way several times and it seems to fix this problem.
 
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Flying Arrow
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That seems like it would make break-ups too hard to do. No?
 
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Alex Martinez
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Not really. The last game I played, I used this rule and I still had a helluva time keeping any relationhips together. By the end of the game, my clique consisted of two students and one organization.

But you can always modify the house rule. Perhaps making it so that only the first hookup of each season gets the extra bond point. It probably wouldn't be too powerful then, if that's your concern.
 
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Flying Arrow
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Do you play 2-player? Rulebook problems made our first play a total flop. My wife might only give this one more shot so I want to iron out as many issues as possible.
 
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Flying Arrow
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We played with initial hook-ups granting two bonds and it played okay. Not very many break-ups, though. It seems like all the fun in the game is building up your clique, but you actually score points by tearing down your clique when you 'sell' bonds for signatures. Seems counter-intuitive and counter-fun. Am I missing something?
 
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Prasant Moorthy
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Only played this twice but house rule I had was no breakups on the first semester of the game. Basically avoids the issue you mentioned - first player having a disadvantage. Still allows for a cutthroat game however, since all you're avoiding is that initial optimal strategy for later players, once the first semester is done, players still have options.
 
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Steve Cates
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I think the right way to play it is that the cards don't go away until the end of the year if the bonds are broken so they can be repaired. An immediate removal of cards just breaks the game.
 
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