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Subject: 2 players and rebellion? rss

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Ola Mikael Hansson
Sweden
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In a two player game, why would the losing player not try to get a rebellion? If he tries to, can the winning player stop it?

I can see how in a multi-player game, rebellion is balanced out by both multiple players being able to work together to cancel the efforts of a single player trying to cause rebellion, and by the risk of somebody having the card that makes them win. But that card isn't used in the two player game, and there are no other players to cooperate.

I think the game looks intriguing, but as practically all my gaming is on two players, this aspect greatly worries me. If every game ends up in rebellion, that would be no fun.
 
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Jason Reid
United States
Brooklyn
New York
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For one thing, hidden objectives and game end conditions make it more difficult to know who is the losing player until the end. I personally would prefer to play the variant where those are public, but maybe not for a 2p game.
 
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Trynant

Charleston
South Carolina
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The rulebook recommends you play with the Benefactor variant, where there's two trend cards out (the open scoring conditions) and one of them is a trend that will reward players who pay out of pocket to stop rebellions from happening. In other words, stopping rebellions will net you points in this variant and as such is fairly incentivized.

Also, technically everyone 'wins' when the game ends by something other than rebellion, it's just that one person is the 'grand winner.'

I played the two-player game with the benefactor variant and found it actually a lot easier to manage rebellions than the 5-player game.
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