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Subject: Another *&%$!@ Culling Variant rss

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King of All Simians — Not a Mere Diplomat
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The Girl and I were playing a couple rounds last night, and midway through the first she needed a rule refresher: "You can only cull if you score Assistants, right?" I corrected her, but then was struck by her method as a decent and simple variant.

By only culling if you score Assistants, it slows down the rich-get-richer snowball and gives Assistants--one of the dice that would typically be culled itself--strategic importance. The tradeoff in culling ability versus ease in being plinked off and low point value for survival makes for a new decision point...

We played our other rounds with that rule, and I can't say for sure that it made a huge difference, but if you're concerned about the snowball it's an easy thing to try.
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James Buchanan
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I, for one, think it's a brilliant idea.

Reasons for which I give here: http://www.boardgamegeek.com/article/7326410#7326410
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Dan Dedeaux
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He's got a smart girl

I too, like the idea. Though, after reading that post after yours, I also like giving everyone equal rights to cull, because inevitably someone has their assistant killed in the beginning of the game and they lose out on the option to cull. Will try these out next play
 
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David
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What about instead of this, you give the assistant the power that if it is destroyed, it may be returned to the wilds.
 
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