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Subject: Good Starting Goals/Sectors rss

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J. Alex Kevern
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Mahopac
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I am going to be a teaching Kingdom Builder to a new group tonight and am looking for suggestions for a good first game. Would you recommend going fully random? My only concern is if there is some mismatch between the powers and the goals, such that one or more of the powers don't seem useful at all to accomplish them (ie Jumping Power w/ Merchants, Citizens, and Workers for example.)

Does anyone have recommendations for good combinations of sectors & goal cards to lead to a fun and interesting 'first game'?
 
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Pater Absurdus
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Carrollton
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There is already a breif discussiona bout this here: http://boardgamegeek.com/thread/741932/suggestions-for-initi...

I would recommend discarding Lords, Knights, and Farmers if they are drawn randomly because they require more understanding and planning then others and give experienced players a bigger advantage.
 
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Rob Milanovich
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If you're teaching to non-gamers, then eliminate some of the boards and Kingdom Cards that would be confusing to them. Then go fully random with everything else. If it's experienced gamers, just play normal with full random.
 
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Chaddyboy
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If I'm teaching non-gamers, I go with easy stuff. For scoring cards, I use ones that give points for placing next to mountains or next to special locations, or the one that gives points for one large area.

For special abilities, most are easy to understand so I don't worry too much about those.

I'm I'm teaching gamers, I just randomize it. Everything is easy to figure out if you're used to these kinds of games.
 
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Martin G
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I'd leave out the paddock for the first game. It's the only one that breaks the adjacency rule, and it opens up a lot more options than the other bonus tiles do. The simplest goal cards are Workers, Fishermen and Miners but using all three of those would be a bit dull. Maybe two of those, plus one of Discoverers, Knights and Citizens. Hermits, Lords, Farmers and Merchants are a bit trickier.
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