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Subject: Tweaks I use - looking for comments rss

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Roger Bordelon
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Ontario
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First of all, I have to say these tweaks have been gathered mainly from this forum and whoever created those ideas keep the copyright of their ideas. Any comment?

-Setup: each player starts with 4 Villagers. Player 1: Starts with 8 Food. Player 2: Starts with 10 Food. Player 3: Starts with 12 Food. Player 4: Starts with 14 Food
-Setup: shorten the game by putting only 6 buildings (instead of 7) out in each stack, removing 10 Civ. Cards, all Events.
-Setup: discard 6 of the 36 civilization cards at game setup and add 10 Event cards (regular deck cards in Spade, Clover, Heart, Diamond).
-Foresee: the next Civilization card that is coming next round is placed aside the “cost 4” Civ. Card, in queue, face up.
-Civilization cards gained are held secretly: Sand coloured cards and Green cards
-Civilization cards in the column "2" cost 2 identical resources, like 2 Wood, "3" cost 3, like 3 Stone
-Civilization cards: there should always be exactly four cards in the display at the beginning of each round. Cards are only removed when bought, any unbought cards are slided to the right (towards the cheapest price) before filling in the empty (more expensive) slots.
-Civilization cards: when you draw an Event card, instead of displaying it like any other Civ. Card, in the 4 slot board Civ. Section, it must be processed. Roll 1d66 and look over the corresponding Event in the Event table. If it points to nothing, nothing happens. The 4 slots must always end up with a Civ. card.
-Civilization cards: you don't play a round if there are not enough Civilization cards to fill the 4 slot display. The game ends immediately at that point.
-Civilization cards: all cards give you the thing at the top immediately, and then count for endgame scoring with the symbol at the bottom
Items for dice: roll as many dice as there are players. Place the dice around the card matching numbers. The player chooses a die, removes the die and takes the corresponding resource. Other players (clockwise) then choose one die each & take the resource. Each player should get 1 resource. You may not change the roll with your tools.
Food: immediately take the amount shown from the supply.
Resource: immediately take the type shown from the supply.
Resource with dice roll: immediately roll 2 dice and take the resource shown, just like during resource procurement. You can add unused tools to the roll.
Points: score 3 VP
New Tool: take 1 tool
Additional Food: move 1 space up food track.
Additional card, only for final scoring: take top civilization card from face down deck and add it (face down) to your civ cards. It scores at game end, but there's no immediate benefit to that drawn card.
Tool for unique use - leave face up in front of you. Use as a tool to adjust a later roll. After use, add it to your face down civ card pile.
2 resources of the player's choice - leave face up in front of you. Use later to get 2 resources of any type(s) (same or different). After use, add it to your face down civ card pile.
The one with 6 different symbols next to dice: - Roll as many dice as there are players. Then - in turn order starting with the guy who bought the card - choose a dice and take that item. All dice are chosen once, so with a roll of 4-4-4 each player gets a gold, but with a roll of 1-2-3, someone will choose a stone, a brick and wood will (usually) go to the other bloke. (you may not use tools to change the dice)
The one with an item and two dice - Roll two dice for that resource, dividing by the usual number (3 wood, 4 brick, etc....). Keep what you get. You are allowed to use tools on this card.

-Starving: anyone you can't feed can't be placed next round. So, if you have 6 guys, but can only feed 4, then 2 get set aside as "too weak to leave camp", placed lying down instead of standing up on your board, and you get -4 VP points penalty per unfed guy. The 4 fed get placed next round. If you gather food and now you can feed all 6 again, then next round after that you can place all 6 again. If again you can't feed all of them, then permanently lose 1 of your "weakened" guys. Or to be more harsh, lose all of them, since it's two turns in a row.
-Love Hut (2d6): 2= no baby +2 Food, 3-7= +1 baby +2 Food, 8-11= +1 baby, 12= +1 baby + roll again
-Auction: turn order cubes are dealt every turn to the highest bidder. The first player to give up gets the last cube. Bid in raw value of materials you have, i.e. if you have 1 Wood (=2), 1 Gold (=6) and 1 Brick (=3), you can bid 2, or 3, or 2+3=5, or 6, or 6+2=8, or 6+3=9, or 2+6+3=11.
-Tools: when shifting from “1/2” tool tiles to “3/4”, the “1/2” stays aside and is merged with the new “3/4”, which makes a “+2” bonus to the “3/4” tile.
-Operation Phase: cube #1 chooses, among her /his occupied work areas, which work area is processed first, second, third... All villagers there are rolling dice, even if belonging to other players. When cube #1 has processed all her /his villagers, Operation repeats with cube #2.
-Operation Phase: up to one villager per Civilisation card and per building card can be placed on the board
-Feeding Phase: if short on Food, you cannot feed your villagers wood/stone/brick/gold
-Resource tokens (wood/stone/brick/gold) are held publicly, except 4 that can be kept secret
-Fixing the “1-7 Hut”: any 1 resource type (can be 3 Wood or 2 Stone but cannot be 1 Wood and 1 Stone), not a combination of several resource types. It still is an excellent Hut, but not an automatic play; you can build up a big stock of Gold or Stone and hope for a “1-7 Hut”, or you can go wider and be able to take a larger selection of huts (or rely on cards, or...).
-Picked-up Hut Buildings: use them as player screens to conceal cards, resources, food and meeples.
-Picked-up Hut Buildings: the new ones from Spielbox are modified: the permanent resource generator like +1 Stone every turn, requires a villager on top of it, in the circle, like in Puerto Rico, to activate. The “one-time only” tool or resource generator do not require any villager.

-Example of scoring:
That box shows you how much VP with score at the game end with different Green Civ cards.
It's something like this:

1 Green Civ Cards -» 1 VP at game end
2 different Green Civ Cards -» 4 VP at game end
3 different Green Civ Cards -» 9 VP at game end
4 different Green Civ Cards -» 16 VP at game end
... and so on ...

If you read the information sheet, you will see this phrase "During the final scoring, each player multiplies the number of different card by itself and adds extras." and that means that if you have 5 different Green Civ cards you, in fact score 5 VP per each one, giving you a total of 25 VP (5x5). But if you have 7 different Green Civ cards, you'll score 7 VP per each, giving you a total of 49 VP (7x7).
In a case of "duplicated" Green Civ cards, you score in the same way, not 1 VP per each duplicated, but the multiplication of the cards by itself: 2 duplicated Green Civ cards = 2 x 2 = 4 VP at game end.

See this example:

6 different Green Civ cards (healing, art, writing, pottery, time and transport) and
3 duplicated Green Civ cards (art, pottery and time)

6 x 6 = 36 VP and
3 x 3 = 9 VP
Total = 45 VP

Note that you'll have only 2 cards of each culture symbol.
-
-Secret Objectives: when an Event triggers it, roll 2d6 but not added, noted 1d22:

1-1=The Hunter: gather 80 Food to get +30 Victory Points.
1-2=The Farmer: gather 8 Farms to get +30 Victory Points.
1-3=The Wiz: gather 8 Tools to get +15 Victory Points.
1-4=The Rabbit: grow up to 10 villagers to get +20 Victory Points.
1-5=The Collector: gather 5 of each resource (wood/stone/brick/gold) to get +20 Victory Points
1-6=The Builder: gather 10 Buildings to get +30 Victory Points
2-1=The Hoarder: gather 10 Gold to get +20 Victory Points.
2-2=The Sculptor: gather 20 Stone to get +30 Victory Points
2-3=.2-4=.2-5=.2-6=.
-Events: every end of turn, roll 2d6 but not added, noted 1d66:
1-1=Trade: the last player in this turn can trade (wood/stone/brick/gold) once with each player.
1-2=Rotten Food! All players must lose 2 food.
1-3=Drought! Farming doesn't produce any Food, up to the next Event.
1-4=Storm! Requires all villagers to take shelter. Each hut owned by a player may house 2 villagers. Any villagers which go un-housed are unable to work the next round (lie them down as if unfed).
1-5=Gems! This new resource is available from now on, from a new mining area (as a standard work area) which has 7 circles, like Gold. The divider is 7 (instead of 6 for Gold). One Gem may be spent as two any other goods, i.e. 1 Wood and 1 Gold.
1-6=Earthquake! For each hut you’ve built, you must pay one resource or expend a tool.
2-1=Chance: each villager has +1 to its die roll.
2-2=Unlucky Forage: whenever one receives resources or food from a roll, it receives one less.
2-3=Celebration: you may choose not to place all your people. At the end of the placement step, for each person you do not place, gain 5 points.
2-4=War! You may choose not to place all your people. At the end of the placement step, lose a number of points equal to twice the number of people all opponents did not place.
2-5=Cultural boon: you must immediately reveal all your green bottom cards. Gain 3 points for each.
2-6=Shaman duel: each player may now reveal a number of Shaman cards they’ve purchased. Whoever reveals the most receives 5 points. Whoever reveals the least loses 3 points. Ties do not earn or lose any point.
3-1=Harvest competition: each player may now reveal a number of Farmer cards they’ve purchased. Whoever reveals the most receives 5 points. Whoever reveals the least loses 3 points. Ties do not earn or lose any point.
3-2=Extreme Building: each player may now reveal a number of Tool Maker cards they’ve purchased. Whoever reveals the most receives 5 points. Whoever reveals the least loses 3 points. Ties do not earn or lose any point.
3-3=Tribune: this new work area (holds 2 circles) is a small platform where predicators voice out their opposition. As villagers are placed here, it increases the resource cost of the civilization cards proportionally this turn by +1 Gold per villager in the Tribune. There's a big resistance against development, so bribes are needed to convince the population civilization development is good.
3-4=Temple: this new work area (holds 2 circles) is a small stone circle. It increases the resource cost of the civilization cards proportionally this turn by +1 Stone per villager there.
3-5=Each player rolls 1d22 to add a new secret objective
3-6=Blizzard! No people can be placed in the food gathering space and no harvest this turn
4-1=Tribal Sickness! Only half of your workers can be placed during this round (round up)
4-2=Gold Rush! This turn, the Gold divider is 3 (instead of 6).
4-3=Robbery!: this new work area (holds 2 circles) is an arena Training Ground to train some villagers into warriors. Each villager there can "rob" a resource type (wood/stone/brick/gold) from a target player. If you have 2 villagers, choose "Gold" and roll 2d6="5" +1 point from one of your Tools, rob 1 Gold from the target player, if she /he has any. If you have 1 villager, choose "Stone" and roll 1d6="6" +4 points from your Tools, rob 2 Stone from the target player, if she /he has any.
4-4. 4-5. 4-6.
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Antonio Chavez
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Monterrey
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Wow... I don't know what you're playing, but it certainly is not Stone Age...
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McDog
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Yea, this isn't a variant at all. It's more a completely different game. Yikes.
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J H
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Why do I get the feeling this is a joke?
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McDog
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Havox wrote:
Why do I get the feeling this is a joke?



Good call!

Why didn't I see that. "Tweaks"....lol.


Kudos to the OP.
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Roger Bordelon
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okay, this is maybe more than "tweaks". But from whatever I gathered on this forum, I thought there should be some "house rules".
The Tools are worthwhile collecting after 2-2-2, the babies can sometimes become no baby or twins and often go with +2 Food. The auction is tense and expensive, althought only the highest bidder pays. Many options are constrained because you need "identical" resources, not a free mix, to buy Civ. cards.
So far, I think it is still a race for Civilisation cards. My kids like the baby hut, one of them was increasing Farms like mad and add babies, also gathering gold. There was a need for trade, but the event allowing it shows up very rarely. We never had Food shortage, maybe Food should be made more scarce. There is a tactic to solve some work areas before others to disrupt the opponents. Wood was much more in demand than Brick or Stone.
 
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Joe Kundlak
Slovakia
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For me the game needs no "tweaks", "House-rules", "additions" or "changes".

Case closed
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R L
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Thanks for posting these tweaks. My five-year-old loves to play Stone Age; we've scarcely finished a game and already he wants to play again. If it ever gets to be too much for me, I'll incorporate these, which will make the game so complex that he won't want to play it anymore. yuk
 
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Brad Shifflett
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Brentwood
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Why mess with the game in? It works great the way it is. If someone wants a shorter game, play candyland or something

We played 3 times and love it. Better than any video game I have played!

 
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