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Sumeria» Forums » Rules

Subject: Start player rules need a fix? rss

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Guy Riessen
United States
Sebastopol
California
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As written, the start player rules can be rather brutal in the case of ties. Here's how:
Player A is the start player
Player D is the last player

At the end of the first turn, Player B wins the primary area, and player C is second...both A and D are tied for the least traders in the primary area. So then you look at the secondary area. Again Players B and C are the winners there as well, Player A has 1 trader there, Player D none. Player D therefore has the least and Player A is again the start player.

This happened the first 4 turns in a row, so it was no surprise that Player A, forced into this disadvantageous play position for 4 out of the 6 turns, came in dead last.

Yes, the weakest player did get to go last in each of those 4 turns, but why was the second weakest player forced to go first? That doesn't make sense.

Is there a reason why the rule isn't that the player with the most influence in the primary area must go first next round? The problem of static first-player could still come up, but at least it would affect the strongest player the most.
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Jackson Pope
United Kingdom
Newcastle upon Tyne
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Hiya Guy,

Interesting idea. You could post it in the variants section.

Cheers,

Jack
 
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Bruce Murphy
Australia
Pyrmont
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If you want to make things more complex, why not go the whole way and have a strict-player-order assigned based on influence. I think the game is short and light enough that this would be unnecessary (and the pure-clockwise-ness helps speed play), but you could certainly try it. Get the 2-player expansion soy ou know you'll have spare pieces in each colour.

B>
 
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