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Subject: Less Luck Variant rss

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Anson Bischoff
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Each player is dealt 2 suspects, 2 locations, and 2 crime case cards at the beginning of the round. The tiles are then laid out.

From their cards, they now choose 1 of each and discard (face down of course) the others.

This does away with (or at least lowers) the possibility that all three end up really close together followed by a lucky investigation which essentially breaks the game entirely.

It also gives each player a bit more information about their own case, as well as gives them some amount of strategic decision making as far as which cards to choose for the other player's investigation.

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Don D.
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biscuits409 wrote:
Each player is dealt 2 suspects, 2 locations, and 2 crime case cards at the beginning of the round. The tiles are then laid out.

From their cards, they now choose 1 of each and discard (face down of course) the others.

This does away with (or at least lowers) the possibility that all three end up really close together followed by a lucky investigation which essentially breaks the game entirely.

It also gives each player a bit more information about their own case, as well as gives them some amount of strategic decision making as far as which cards to choose for the other player's investigation.



Interesting. If I decide to play this again - which I quite possibly might not ever do- I may try this. Did you think about how the extra information might affect the balance of the game at all?
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TS S. Fulk
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dond80 wrote:
biscuits409 wrote:
Each player is dealt 2 suspects, 2 locations, and 2 crime case cards at the beginning of the round. The tiles are then laid out.

From their cards, they now choose 1 of each and discard (face down of course) the others.

This does away with (or at least lowers) the possibility that all three end up really close together followed by a lucky investigation which essentially breaks the game entirely.

It also gives each player a bit more information about their own case, as well as gives them some amount of strategic decision making as far as which cards to choose for the other player's investigation.



Interesting. If I decide to play this again - which I quite possibly might not ever do- I may try this. Did you think about how the extra information might affect the balance of the game at all?


You could always take turns getting cases, shuffling the discarded cards in with the others before handing them to the next person.
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Anson Bischoff
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While it may affect the "balance" a bit, it will surely help any balance for the better. I understand what you are saying about having more information, but I think that the benefit of using the variant outweighs the negative by a landslide.
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Brian Boyle
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Tried this variant last night. Worked very well.
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Jeremy Heilman
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Yup, this is the way to play, no doubt about it... Have the first player for the round draw and pick cards first and reshuffle the decks between each player's draw, so the small extra information boost that the last player get changes each round and balances out.
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Stefan Vedder
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I think it is especially problematic if 2 or even 3 aspects of a case are on the same spot. I love the idea if chosing the aspects of your opponent`s cards.

But I really dislike the fact that one player gets additional information.
Also this would add a memory aspect to the game. And I just appreciate this game not depending on memory.

And playing 3 mini games with 2 players there is no way to balance it out.

What we (2 players) do is this: Both players look at their cards. If any player has two cards responding to the same place, both players put their cards back and get new cards. If necessary we repeat it.



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Stefan Vedder
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Now we (2 players) decided to play it this way:

First player choses from 2 of each aspects, then shuffles the discarded ones into the deck. Player 2 nos takes 2 of each. After choosing her cards, player 2 reveals the other 3 cards. We mark them on the board with the 3 round black tokens. Hence, no additional information for a single player.
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Pierre Beri
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biscuits409 wrote:
Each player is dealt 2 suspects, 2 locations, and 2 crime case cards at the beginning of the round. The tiles are then laid out.

From their cards, they now choose 1 of each and discard (face down of course) the others.
Good idea. Fearing this would give too much information, I thought the same but only on one criterion. You look at your cards, ask for a second card for Crime, Location or Suspect and keep one of them.
I'll try your version though.

A few more thoughts:
- A player get 1VP less for each disk of his colour on the board (not on an Investigator token), with a minimum of 0VP.
- When only one player hasn't solved his case at the end of a turn, he continues playing, but his potential score decreases every turn if he still hasn't solved the case.
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