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Subject: How do people avoid the dreaded death by fatigue? rss

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Todd
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Warren
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I have seen people mention death by fatigue in this game.

Does anyone have advice for us to avoid it.
 
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True Blue Jon
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Get a good night's sleep before playing.
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.308 Jake
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Small maps and no more than 3 flags.
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Jeff Thompson
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We play 2 maps and 3 flags. We can usually play one game in less than an hour. So we play 3 or 4 times in one sitting. Also, use a timer. (Is a timer standard now?) So instead of one long drawn out game where a player or two feel left out, we play a few short ones, each with a different setup.
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Eugene van der Pijll
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Leidschendam
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Don't use the official timer rule ("start the timer when the second-to-last player is finished"). Instead, let the first player who finishes programming flip the timer.

A friend of mine, who suffered a lot from AP, owned the first edition of this game. It didn't have a sand timer. Those games were awful...
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Guido Gloor
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Ostermundigen
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The statement below is false.
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In unrelated news, I'll craft RoboDerby: Express very soon
 
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Tim Stellmach
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trippercook wrote:
Small maps and no more than 3 flags.

Yeah, however many boards you feel like using, use half as many as that.
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Todd
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Warren
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good ideas, thanks
 
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Todd
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haslo wrote:
In unrelated news, I'll craft RoboDerby: Express very soon


I look forward to it
 
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Joel Hills
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I had the same issues with the game until I started playing 1 map with 4 flags. It was fun again.
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John H
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In addition to the suggestions already posted;

Play with upgrade cards but only those that aid movement or defense. If you have heavy weapons in the game, players could experience 'fatigue by too many deaths'.

If you have more experienced players on the board, add a 1 or 2 register penalty throughout the game. That way they do not zoom ahead and other players are left with a sense of futility.

 
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Matt Posey
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trippercook wrote:
Small maps and no more than 3 4 flags.

Fixed that for ya.

A few lucky hands can cause a runaway leader problem with only 3 flags. Having 4 flags usually fixes this problem as long as the robots cross paths enough.
 
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Mark Waenink
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timstellmach wrote:
trippercook wrote:
Small maps and no more than 3 flags.

Yeah, however many boards you feel like using, use half as many as that.


Play with only half a board. Interesting.
 
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B C Z
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Win faster.
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Ian Klinck
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pijll wrote:
Don't use the official timer rule ("start the timer when the second-to-last player is finished"). Instead, let the first player who finishes programming flip the timer.


Interesting...

I got this game in a trade a couple years ago. We've only managed to get it on the table 3 times, because of the length of the game... This might speed it up enough to be playable...
 
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Andreas Krüger
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I played on the weekend. We did not have any problem with downtime and the timer was hardly needed at all. Mostly, the players finished their planning almost simultaneously.

But it was a very long game because we had difficult boards with a lot of conveyor belts and pits and someone had the idea to set up a flag traveling on one of the conveyor belts. It took many turns and many robot lives to chase down this flag. Four of six players lost all their lives.

So, better set up an easier course and make it as small as possible.
 
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Randall Bart
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Winnetka
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kanoe wrote:
Play with only half a board. Interesting.

Half a board. Eight bots. Eight flags.
 
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Mi Myma
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Fountain Valley
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Timer means more mistakes, more damage, more death, longer game.

Use the virtual rules. One "free" turn (or more) at the beginning speeds up the game.
 
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Todd
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Warren
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Thanks everyone for all the help
 
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