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Subject: [POLL] What parts of the expansion do you play with? rss

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David F
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Emeryville
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Luck in games, in measured doses, is the catalyst which enables shocking game-changers that you'll remember and talk about forever.
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Road to Victory appears to be an unanimous success. How about everything else?

Poll
Which parts of the expansion do you like to play with?
New cities
Lost City (tile 12)
Commanders
New units
Development cards
      62 answers
Poll created by selwyth
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Scott Lewis
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Thornton
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I voted for everything but Commanders. I wasn't sure how to vote for that, we use them about half the time. The rest we have used pretty much every game.
 
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Scott M.
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I use all except generals. Have not found them usefull.
 
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Arkard
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I've paid for it all, so why not include 'em.. I include everything every time, expect for the Lost City, which still probably gets played more often than not (as an extra tile). It's awesome, but you kinda wanna mix up the map once in a while.

I can see dropping the commanders, as they require a bit more setup & play time and sometimes don't make a big difference.. but when they do, they're nice to have because I like having something that can be used to change the outcome of a battle and the commanders make for great duel targets.

Developments require no extra time and are pretty balanced so I see no reason why you wouldn't use them..

The new cities are fantastic, makes the base game ones obsolete.. a rune city or two on the map is a must.

I am surprised someone didn't vote for the units..
 
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uzix uzikas
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Arkard wrote:
I've paid for it all, so why not include 'em.. I include everything every time, expect for the Lost City, which still probably gets played more often than not (as an extra tile). It's awesome, but you kinda wanna mix up the map once in a while.

I can see dropping the commanders, as they require a bit more setup & play time and sometimes don't make a big difference.. but when they do, they're nice to have because I like having something that can be used to change the outcome of a battle and the commanders make for great duel targets.

Developments require no extra time and are pretty balanced so I see no reason why you wouldn't use them..

The new cities are fantastic, makes the base game ones obsolete.. a rune city or two on the map is a must.

I am surprised someone didn't vote for the units..


I do sometimes house rule - to upgrade normal city to Advance one
What kind of House rule should we use for generals to make them more interesting?
 
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Kelly Fischer
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I like everything except the new cities. Shifts the power balance too far IMO.

The variant referenced in Rise of the Free Cities & Acquire Power - A simple variant by Scott & Frank that uses the Acquire Power to upgrade a city I find quite interesting.
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David F
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Arkard wrote:
I am surprised someone didn't vote for the units.. :what:


I did vote for it, but I'm considering dropping them when teaching newbies. Don't feel like they add much to the table in terms of interesting abilities, since the base 4 already flesh out the races pretty well, to be worth the overhead of newbies learning 2 extra units and development cards. I rarely use the new units too, except two that are so good they can't be ignored (Roc, Great Wyrm).
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