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Subject: Question before purchase rss

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Jeff White
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Kyle
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How well does the game work if I remove _some_ of the take that cards. The more powerful ones that cause you to lose a whole turn and such.

I'm fine with take that style play, but I'm wondering if a few little omissions could help cut down the playtime.
 
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Eric Jome
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I don't think I'd remove anything. It certainly won't improve the play speed.

Practice will let you play faster. Nothing much else really. This is a slow game - one player must completely spend all their action points before the next one goes.
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Edmond Hyland
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Sometimes you wake up. Sometimes the fall kills you. And sometimes, when you fall, you fly. -- Neil Gaiman, Sandman Vol 6
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Cosine is right, the only thing that really helps with speeding the game up is familiarity. My first game was with a group that had at least one heavily-AP prone player, and it took 7 hours. It was noticeable that after the first week's turns, game play had already sped up quite a lot. Leaving the lose a turn style dark cards won't speed the game up, because people will get more turns. It might reduce the chance of someone getting punched at the table, though.
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Pete Martyn
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I find what helps the speed the most is telling people, "Don't get too invested in a plan; someone's probably going to ruin it anyway."

If they don't like the sound of that, Android probably isn't going to work for them.
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Michael Jordal
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Our first game with rules and all was only about 4.5 hours. We just didn't really AP
 
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Evan
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One thing that nobody's mentioned yet, which reduces play time considerably, is to play with only three players.

It also helps to have players plan out their turns in advance. There's a fair amount of quasi-downtime--not completely, because you do need to watch what everyone else is doing, but there'll still be ample opportunities to think about one's next turn. As the pete says, you will inevitably have to change your plans, and even if someone doesn't ruin them outright, there are unforeseen elements like moving leads or newly drawn cards that might make you reconsider, but in general, when it comes around to each player, they should be able to say something like "okay this turn I'm hoping to follow up both those leads, including movement that's five time, and if the card from that ritzy location is good I'll play it, otherwise I'll start to head towards City Hall." If you play like that, some turns will still take a while, but a lot of them will be over in like 30 seconds.

edit: though you do want to at least go slowly enough that people won't try to rush past bad baggage or dark card opportunities; to echo the others, this is where practice and familiarity make a difference in how quickly you can keep things moving
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Jeremy
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kobold47 wrote:
One thing that nobody's mentioned yet, which reduces play time considerably, is to play with only three players.

It also helps to have players plan out their turns in advance. There's a fair amount of quasi-downtime--ng


This is exactly right.

This isn't a game that gets brought out on a whim. When my group plays this it's a specific Android night, limit of 4 players, we use a turn clock, and I have it set up and ready to go when the players arrive. With the 4 player limit it's also a "no AP" policy. The guy in my group who turned Catan into a 4 hour game doesn't get the invite for this one.

While you should have your plan or idea of your move going while other players are playing, the reality is some people just won't do that. My group is very social and there is a lot of chatting and beer drinking at the table. The timer helps force them into thinking about what they will do on their offturn and cuts down on the AP.

It's really a game where knowing the rules and flow of the game speeds it up considerably.
 
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Jeff White
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I'm interested in this timer idea. How long do you give for each turn? How long does it take 4 to play with a timer?
 
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