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Subject: Senji Tweaks rss

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Rodrigo
Paraguay
Asunción
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I always enjoyed Senji, but the game seemed to end too fast for my tastes, usually in an anti-climatic fourth or fifth turn. Once the players got a hunch that someone had a card from each clan, everybody would rush to get their own set of five diplomatic cards and the Winter phase would devolve into a loud flea market.

Yesterday, our group played Senji with the following rules:
- 5 players instead of 6;
- points through diplomatic actions (cashing in one card from each clan) gives now only 5 points, not 10; everyone else still loses 1 point;
- and, as suggest already here in the forum, we played with the rule that reduces one card from the Hanafuda ribbon combinations (Samurai hiring).

The results observed were these:
- more turns of play;
- a more sensible exchange of diplomatic cards;
- more Samurai in play (during the whole session we managed to place on the board 13 from the 18 Samurai avaible in the game);
- more combat;
- the winner clan got almost 50% of Honor from other means than Hanafuda combinations;
- the absence of a sixth clan introduced the fine element of bid for its diplomatic cards, that upped the difficulty for someone getting cards from all the five clans, as also giving a diplomatic option to those that, once in awhile, would find themselves politically isolated from the other clans.

So, if you think your sessions seem too much like a cardgame one and that they lack military action, you may find those same rule tweaks of use.

Senji is now, for me, a solid game. I rate it now an 8, instead of its former rating of 7.
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Mark Bigney
United States
Kingston
Ontario
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I find playing with 5 more than balances the diplomatic card points; at 5 points, I am hard-pressed to think of how you wouldn't be able to score far more points just using the diplomatic cards for their normal function. To each their own.
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Rodrigo
Paraguay
Asunción
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Indeed.
But since our group was considering droping the diplomatic card points rule altogether from the game...
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