Recommend
1 
 Thumb up
 Hide
4 Posts

Infarkt» Forums » Rules

Subject: A rule variant named "INFARKT GOES TEMPORAL". Tell me what you think! rss

Your Tags: Add tags
Popular Tags: [View All]
123123 123123
msg tools
"INFARKT GOES TEMPORAL"


This post describes a rule variant of "INFARKT" named "INFARKT GOES TEMPORAL". The variant adds a lot of strategy to the game by implementing different days AND time of day. You have to plan ahead but sometimes you have to improvise because just like in real life, some things can be expected while others come up surprisingly.

The only thing you need that is not included in the original game is a regular 6D dice. All the other things you required to implement "days" (for example "Monday", "Tuesday", "Wednesday") and "part of day" (for example "morning", "afternoon" or "evening") are in the game box already.

The first part of the following text describes how to "simulate" a set of different days. The second part describes how to do different parts of such a day. Please tell me what you think!

This variant has turns and rounds. Now, what is a turn and what is a round?



________

TURN
________


A turn is when a player resolves days and parts of days. Unfortunately, this has to be down-time for the other players (otherwise your game will end up in chaos). Clockwise turn order may be agreed on.




_________

ROUND
_________


A round is when all players have made their turn. A round ends when with the starting player's turn.

Before you start playing the game, you might want to decide whether to pass on the starting player marker after each round or not.




_________

DAYS
_________


Main "mechanism": Piling up the mini-expansion cards.

DETAILS:

Use ALL (!!!) the mini-expansion cards ("Bar", "Career", "Family", etc) included in the game. Each of them represents options you have on a particular day. This means each round represents a day of the week where certain actions are possible while others are not. On "Day 1" (lets arbitrarily call it "Monday") for example each player may have the option to get family markers which stands for something like making family connection on "Monday" (but not on what you may call "Tuesday" or "Wednesday"). Next round will be "Day 2" (lets call it "Tuesday"). This is when the "Family" expansion is gone but the "Bar" expansion is up. So this "Tuesday" you can invite another player to the bar (which means that you cannot do this on "Wednesday") and so on.

All you need to do in order to include "days" into the game is shuffle the mini-expansion cards and place them face down next to the board. The starting player turns the top-most mini-expansion card (for example "Bar") face up. This is the only mini-expasion card that one of your meeples can step on in this round. Once the round is over, the starting player will place the mini-expansion card that is face up on a discard pile and turn the next mini-expansion card (for example "Family") face up. This mini-expansion card will be accessible in this round while the previous one is not. Next round "Career" might be an option while "Family" is not. Once all mini-expansion cards are on the discard pile, shuffle them and place them face down next to the board. The starting player turns the top-most mini-expansion card (for example "Bar") face up.

What is your strategy? Just like in the original game, you may of course decide to NOT place one of your meeples on that currently available mini-expansion card. But bare in mind, next round it will be gone!!!

This is all it takes to represent different days and the different options they provide but how can you represent parts of a day such as "morning", "afternoon" or "evening"?

Very simple! All you need is your 6D dice. Here we go.




_________________

PARTS OF DAY
_________________


Main "mechanism": Dice rolling.

DETAILS:

Each meeple may be viewed as the representation of the player at a particular time of day. Some things (represented by "Event" cards) may happen in the morning, others in the afternoon, others in the evening, and some never happen at all.

Place only 1 "Event" card face up. A player may select this card or one card of the face down pile. This represents the fact that we cannot foresee all of our future. Maybe just parts of it (i.e., only one card face up).


Your turn goes as follows.


- Speak out loud either "A" or "B" at the beginning of each of your turns.

- Roll the 6D dice.

- Once you said "A", proceed according to the following dice role.


[1] No "Event" card for you. Place only 2 meeples
on the board and resolve whatever is
appropriate for their positions.

[2] No "Event" card for you. Place 3 meeples on
the board and resolve whatever is
appropriate for their positions.

[3] First, get 1 "Event" card and resolve it.
Second, place 3 meeples on the board and
resolve whatever is appropriate for their
positions.

[4] First, place 1 meeple on the board and
resolve whatever is appropriate for its
position. Second, get 1 "Event" card and
resolve it. Third, place 2 meeples on the
board and resolve whatever is appropriate
for their positions.

[5] First, place 2 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it. Third, place 1 meeple on the
board and resolve whatever is appropriate for
its position.

[6] First, place 3 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it.


- Once you said "B", proceed according to the following dice role.


[1] First, get 1 "Event" card and resolve it.
Second, place 3 meeples on the board and
resolve whatever is appropriate for their
positions.

[2] First, place 1 meeple on the board and
resolve whatever is appropriate for its
position. Second, get 1 "Event" card and
resolve it. Third, place 2 meeples on the
board and resolve whatever is appropriate
for their positions.

[3] First, place 2 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it. Third, place 1 meeple on the
board and resolve whatever is appropriate for
its position.

[4] First, place 3 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it.

[5] No "Event" card for you. Place 3 meeples on
the board and resolve whatever is
appropriate for their positions.

[6] No "Event" card for you. Place only 2 meeples
on the board and resolve whatever is
appropriate for their positions.


This was your turn. Pass the 6D dice over to the next player for the next turn to begin as described above.

It is interesting to see how changing from "A" to "B" (and back) wisely can make you live longer.



___________________

FINAL THOUGHTS
___________________



The game plays best if you do both, "days" and "parts of days" but you may also try any of the two without the other.

Anything unmentioned here is identical to the original rule.

This is a rule variant named "INFARKT GOES TEMPORAL". Please tell me what you think of this rule variant.

Any suggestions how to optimize this variant?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
George Breden
United States
Independence
Kentucky
flag msg tools
Avatar
mbmbmbmbmb
Good ideas for a variant! I really like the idea of scheduling --

I think it is rather thematically unlikely that all players will want to, or be able to go to the bar on the same day, or all of them have family time on the same day, etc ... what if you place all expansion locations out in a line and then each player had cards for number 1-7 to represent Monday to Sunday ... each round all players simultaneously will 'schedule' their activities for the week by placing their cards face down in front of whichever expansion location they want to use on that day -- then, on Monday all number ones are available and everyone can place there at the same time, etc. No down time, and quite thematic, no? I don't have the game so can't playtest this, but if you do let me know what you think.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
George Breden
United States
Independence
Kentucky
flag msg tools
Avatar
mbmbmbmbmb
What is the meaning of 'A' or 'B' during the 'parts of day'? Does A mean morning, and B night? I'm afraid this isn't tying into the theme for me, yet. What time of day does each die roll correspond to, and what is the reason for the differences found there? Thanks!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
123123 123123
msg tools
A number of dice have decided to not follow the rules proposed by Mr Laplace. "A" and "B" will therefore provide you with the opportunity to select different probabilities associated with the possible results of a die roll. It is as if you were in the mood to do on a Monday anything that "A" requires and on Tuesday anything "B" stands for. That's all.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.