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Attack! Deluxe Expansion» Forums » Variants

Subject: Setup Variants rss

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The Grouch
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Over several plays I've noticed that there are some killer combinations of starting position and starting technology and other combinations that will slow you way down. On almost all continents there are territories that if you start in them with Factories 1 (i.e. Communist or Monarchy), you can become impregnable quickly. OTOH, if you are playing with four on the eastern map or are playing eight on both maps, someone gets stuck starting in "Oceania". Without Factories 1, that player's growth is going to be severely stunted.

With that in mind, I've taken a page from the Settlers of Catan to offer the following start-up variant:

1) Each player rolls dice to see who goes first, High roll wins.

2) The first player selects either his starting form of government or
places his capital.

3) Proceeding clockwise, the remaining players choose form of government
if the first player chose form of government or place capitals if the
first player placed capital.

4) Once the last player has placed his capital, he chooses the first
form of government; the other players do likewise counter-clockwise.
Alternatively, once the last player has chosen his form of govern-
ment, he plcase the first capital; the other players choose likewise
counter-clockwise.

This way, if the last player "gets stuck" with the least desirable continent in which to place his capital, he gets first choice of the form of government - and starting technology - which best offsets that starting position. Or if the last player gets stuck with whatever form of governemnt - and starting technology - is left, he gets first choice of starting position to exploit it.

This has worked very well in the couple of games in which I've tried it.
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Bill, this is a great idea. We've been attempting to mitigate the disadvantage of setting up last by simply having the last player during the setup phase become the first player for turn 1. But your method looks like it would provide a little more balance.
 
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The Grouch
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Some other startup variants I'm toying with:

If you start with MINERALS, you can replace 1 destroyer with a sub and 1 artillery with a tank. This is equivalent to player starting with OIL getting an extra reserve.

If you are playing TOTAL WAR (12 turns), start with 5 territories (and 5 PP, and perhaps more units), including capital. If you are playing MAJOR WAR (9 turns), start with 4 territories (and 4 PP, and perhaps more unit) and for LIMITED WAR (6 turns), start per rules.

This may bring players into conflict with one another sooner.
 
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