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Subject: Kings Camp is "mandatory" via new piece - Ambassador variant rss

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Vince Lupo
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ALEXANDRIA
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My friend
J
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suggested a Kings Camp variant that we think is a really cool idea.

---------------
Each player now has an extra piece/worker called their ambassador.

When a player is done placing on planks and decides to pass and start
placing workers on the collection board, he ALSO now places his
ambassador on the Kings Camp.


The Amabassador can only be used for Kings Camp and it is mandatory to
place him.


OR before passing you can still do the usual method of Kings Camp via the plank via an elf or dwarf.
---------------

This means that everyone will be placing on Kings Camp each turn and
that the order of Kings Camp is directly tied to the order that people
place on the collection board. So while passing first still has the
disadvantage that you show your collection worker counts to everyone,
you now have first/sooner pick for Kings Camp. And for those that really want it, they can use an elf or dwarf earlier to secure it.

This also means that player order is far more likely to move around
than before. A classic problem that we've had is little incentive or
barely enough workers to consider placing on King's Camp.


Also, we've found in our games of Belfort that there can be good reasons to pick 1st order or last order.


edit:
This variant has been tested once and enjoyed. But we are eager to try it more.
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Sen-Foong Lim
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Looking forward to hearing about it!
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Paul
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That does sound somewhat intriguing. I never feel like I have enough workers such that it's OK to use one on the King's camp.
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Klure Junior
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I am interested to see how this plays.

Personally I like that one has to decide whether it is worth it or not to use a worker to secure a turn order token, or just let the turn order fall to you as it may.
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Jeff Thornsen
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Has anyone tried this yet?

I find that the King's Camp is almost never taken except for on the last turn of the game in order to build last. It's also sometimes taken on the first turn in order to use the recruiting desk on turn 2.

The main reason is that the worker you send to the King's camp is almost always worth 2 resources - either by securing a majority for yourself or denying a majority from another player.
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Vince Lupo
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Faranim wrote:
Has anyone tried this yet?

I find that the King's Camp is almost never taken except for on the last turn of the game in order to build last. It's also sometimes taken on the first turn in order to use the recruiting desk on turn 2.

The main reason is that the worker you send to the King's camp is almost always worth 2 resources - either by securing a majority for yourself or denying a majority from another player.



My friend played it, here's what he had to say about it:

Personally I liked it a lot more. Turn order changed a lot and it was overall less infuriating than seeing one person hold onto it the whole game vs needing to spend actions to MAYBE get it back for a few turns. All it takes (normally) for making the kings court a useless play is one player who plays there a lot at the cost of his own score.
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Seth Jaffee
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The expansion (which is designed and will eventually get art and be released) adds weight to the King's Camp - though not in this way exactly.
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Vince Lupo
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sedjtroll wrote:
The expansion (which is designed and will eventually get art and be released) adds weight to the King's Camp - though not in this way exactly.



Agreed. Though we have also played the print and play preview of this expansion and still felt like adding this variant to the game.
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