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Subject: How to remember moving the turn token? rss

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Sigma Nil
Norway
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I love eclipse. But I have one gripe. We tend to forget about moving the turn marker, sometimes leading to significantly longer games than a mere 9 turns. It's to the game's credit that it doesn't collapse because of this, but...

Does anyone have a way to remember to move that damned thing?

(Have the same problem in for example smallworld...)

I really like games that have some sort of easily visible and integral game-ending mechanic that you don't have to think about. Such as Puerto Rico with running out of people. Or just about any traditional game...

Any ideas for getting this kind of game-ending mechanic in eclipse? Playing until a certain number of points have been reached is my best idea thus far, but it isn't great...
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Richard Clyne
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Seed the technology bag with the exact number of tiles required for the game. Then when the bag is empty you have played 9 turns.
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Ken Marley
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Count techs out. You can figure what turn from this.
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Anthony Rubbo
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Put a purple cube on the tech bag. The purple color will remind you to move the purple Turn Marker.
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david landes
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LOL!!

We have the same silly problem.. great suggestions, thanks.
 
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Daniel Hammond
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I use pass order = turn order. I use 2 sets of numbers 1 - X where X is the number of players. On the black set I have 3 5 7 9 and on the white set I have 2 4 6 8. If we are using white numbers we are on an even turn. Pretty easy to figure out from there.
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Shawn Macleod
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The numbered cards Daniel mentions work very well at managing the number of turns. I highly recommend them for every Eclipse game.
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Jim Richardson

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I find myself counting techs a lot to figure out what round it is. Limited tech bag is interesting but it would seem too problematic to accidentally see the techs beforehand, or when you draw too many "oops I drew an extra, have to draw again, at least we know 3 quantum grid are definitely showing up in this game."

Other suggestions are interesting but counting techs still seems like the only foolproof way.

 
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Kelvin Lau
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the better question should be: how to remove stupidity? count techs.
 
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Peter O
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It's more a minor variant but very useful. We seed one tech on each future turn number at the start of the game. It gives all players a little advanced knowledge which does mean that it is far easier to remember "I was waiting for that piece to show up". The total tech per turn remains the same, you just know one of each turn's tech in advance.
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Tomas Inguanzo
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Make an end-of-turn check list track, like the scoring round track in El Grande.


Make a track with one space for each step in the upkeep and clean up phases, and move a token down the track at the end of each turn.
 
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Ian Kelly
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tranenturm wrote:
It's more a minor variant but very useful. We seed one tech on each future turn number at the start of the game. It gives all players a little advanced knowledge which does mean that it is far easier to remember "I was waiting for that piece to show up". The total tech per turn remains the same, you just know one of each turn's tech in advance.


A similar variant would be to reveal all the techs for each turn one turn in advance. So when you add the techs for turn 4, you also draw the techs for turn 5 and place them off to the side. If you place one of those techs on the next space on the track, it serves as a reminder to advance the turn marker. This gives players better advance knowledge of the immediate future without revealing techs all the way to the end of the game.
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Antti Autio
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A good trick is to put some object (like, say, a golf ball) in the tech bag to remind the player who draws new techs to move the turn marker.
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Sigma Nil
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tranenturm wrote:
It's more a minor variant but very useful. We seed one tech on each future turn number at the start of the game. It gives all players a little advanced knowledge which does mean that it is far easier to remember "I was waiting for that piece to show up". The total tech per turn remains the same, you just know one of each turn's tech in advance.


This is great. Thanks!
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Robert F-C
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sigmanil wrote:
tranenturm wrote:
It's more a minor variant but very useful. We seed one tech on each future turn number at the start of the game. It gives all players a little advanced knowledge which does mean that it is far easier to remember "I was waiting for that piece to show up". The total tech per turn remains the same, you just know one of each turn's tech in advance.


This is great. Thanks!


Agree - it's a nice mechanic in that it makes advancing the turn track integral to the tech draw but also adds a nice additional strategic element to passing first (without making all tiles known).
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Frank Pelkofer
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You could do all of the tech draws at the beginning of the game and stack them up face down on the turn markers. That wouldn't change the game at all and it ought to solve the problem.
 
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Daniel Hammond
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countertorque wrote:
You could do all of the tech draws at the beginning of the game and stack them up face down on the turn markers. That wouldn't change the game at all and it ought to solve the problem.


They are double-sided, there is no face-down.
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pat Gordon

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Do you use or could you use a set of playing cards, spades and hearts?


dlhammond wrote:
I use pass order = turn order. I use 2 sets of numbers 1 - X where X is the number of players. On the black set I have 3 5 7 9 and on the white set I have 2 4 6 8. If we are using white numbers we are on an even turn. Pretty easy to figure out from there.
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Frank Pelkofer
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D'oh. I knew that. Well, you could put something on top of the stack so you couldn't see them. But, it's probably hard to do all of that without seeing anything.
 
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We did not have that problem, but I read this thread and got 9 glass beads (blood tokens from VTES) we used to cover the turn spots and just made sure that they got placed when it was moved. I think that instead of just shuffling one part across the track, filling up each spot helped as a memory cue. You could put them in with the techs if you wanted and just draw one each turn in addition to the tech tiles.

Just my thoughts on my one complete game (we played with five or six guys, I think five). We would play this more, a lot more, but it takes up more table space than we have at two of our hosts have.
 
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Daniel Corban
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It seems like I would have this problem also. In my first play last night, we almost forgot to move the marker a turn or two. Placing something on top of the bag is the perfect solution, thanks!
 
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Christopher Todesco
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Read it again, carefully...
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Last night I stole an idea from Lords of Waterdeep. During setup, on each space on the round track, I places a stack of 4 technologies. (2 player game) During Upkeep phase of each round, just grab the stack of technologies and distribute. The number of rounds that are left are the number of stacks left. Very elegant system, and I liked it a lot. Never forgot (or more like didn't need) to move the round token.

Unfortunately, the tech tiles are double sided and you could see at least one of the future technologies. I may take contact paper and cover up one side because I don't see a reason for them to be double sided.

 
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Daniel Corban
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The last time I played, I simply put the bag next to the supply board. When reaching for the bag, the sight of the supply board reminded me to move the marker.
 
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