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Subject: Powering the Police Station rss

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Eric Baker
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After a handful of plays of this superb game, I've noticed players tend to get too preoccupied with the growing threats in the city, often times ignoring the police station (unless to one-time splurge on upgrades). With that in mind, I felt it a good idea to 'inspire' the officers to visit the house on a more regular basis.

Two things that have worked well:

* Limiting upgrades to one per visit.

* Requiring investigating officers to return evidence back to the squad house before tagging it to the investigation board.


To help with the latter, I added a whole new action and then threw a new 'Investigate the Murder' action into the mix:

New Action: Visit the Police Station

1. Purchase an Upgrade
2. Turn in Evidence (once turned in, the player 'pins' it to the investigation board)
3. Dispatch One Patrol Officer (the game starts with all five officers off to the side, rather than the standard four)

Tweaked Action: Investigate the Murder
- 6. Exchange Evidence

By adding the exchange possibility, the more action-oriented uniformed officers can gather evidence, pass it along to a detective that may be in the area, then continue busting punks or attending emergencies the following turn, rather than having to trudge the evidence back to base.

If sent to the hospital while carrying any evidence, on a roll of 1 on a d6, the evidence is lost/stolen in the situation that wounded you.


Any thoughts?
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Garry Rice
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This looks like a pretty good compromise. In the games I've played, we've NEVER gone back to the police station...just don't feel we have the time. However, if I'm going to be forced to go back, the additional actions seem like a reasonable payoff.
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Kirk Monsen
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Why do they need to go back to the police station if they are out investigating a murder?

-Munch "if they are in the station, they aren't catching the guy, or stopping crime" Wolf
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Common Man Games
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Great job E.B.

I think you are cooking up some really interesting ideas here!

I see a variant, or expansion coming from this.

"Precinct House"

(maybe)

I say play-test this more and when you think you have it down, let us know.

At that point, you or CMG can post this as a variant here on BGG, or if it seems to make sense as an expansion we can release it that way.

Main determiner there is...

Will this require more components or not (so far sounds like maybe not).

If it is a variant, we could post the rules to it both here on BGG, and on the CMG website. Then we could also include a free set of rules to this with whatever the next expansion being released might be. That way people can have a nicely printed copy to stick in their base-game.

I'm adding this whole link to our expansion conversations back here at CMG.

I bet Ole will like this!

Cool Stuff E.B.!!!!

thumbsupthumbsupthumbsup







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Eric
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MunchWolf wrote:
Why do they need to go back to the police station if they are out investigating a murder?

-Munch "if they are in the station, they aren't catching the guy, or stopping crime" Wolf


When you collect evidence, such as witness statements or DNA, they (Audio Recordings, DNA Swabs etc)have to be placed in to a secure place such as a police department's Property and Evidence unit. Evidence never stays in a police car, especially temperature sensitive evidence. This seems to be a neat way to add a bit more difficulty. I think hauling evidence back to the station is a great idea. Now, do we haul street punks that we have arrested back to the station too? Yikes!

wow
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Common Man Games
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Chumley11 wrote:
MunchWolf wrote:
Why do they need to go back to the police station if they are out investigating a murder?

-Munch "if they are in the station, they aren't catching the guy, or stopping crime" Wolf


When you collect evidence, such as witness statements or DNA, they (Audio Recordings, DNA Swabs etc)have to be placed in to a secure place such as a police department's Property and Evidence unit. Evidence never stays in a police car, especially temperature sensitive evidence. This seems to be a neat way to add a bit more difficulty. I think hauling evidence back to the station is a great idea. Now, do we haul street punks that we have arrested back to the station too? Yikes!

wow


That one's called...

"Punk Busters"

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Anders Simmelkiær
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I think this is an excellent idea. I have only played this game a couple of times with five players and no bad cop, but we found it too easy to find the clues and it was quite an anti-climax to apprehend the killer since it was VERY easy. I think having to return the evidence to the police station will add an extra time factor that will influence the game positively.

Does anyone have experiences with other ways to make it harder to find the evidence and apprehend the killer??
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Common Man Games
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asimmelkiaer wrote:
I think this is an excellent idea. I have only played this game a couple of times with five players and no bad cop, but we found it too easy to find the clues and it was quite an anti-climax to apprehend the killer since it was VERY easy. I think having to return the evidence to the police station will add an extra time factor that will influence the game positively.

Does anyone have experiences with other ways to make it harder to find the evidence and apprehend the killer??


Hi Anders!

Most people find the game very close (win or lose by a narrow margin).

You and your crew must be very skilled!!!

The rule-book lists many ways to tweak the difficulty. You can make it impossible to win so be careful with doing too many things all at once.

Also, try your Mad Men Cards.

Here are the rules for the MMCs...

http://www.commonman.com/mad-men-cards/

As for returning to the station, I agree this is a very interesting concept, and I would encourage both you and E.B. to play test this concept further.

Good luck and thanks for keeping the streets safe and Punk-Free!!!

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Eric Baker
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Common Man Games wrote:
... I agree this is a very interesting concept, and I would encourage both you and E.B. to play test this concept further.


Police Precinct is a very balanced game. Adding anything needs pretty careful crafting in order to make it as seamless as possible.

That said, inspiring the use of the police station does work in the general method I laid out.

Most of the time.

As all of us that have played the game can attest, one or two emergency disasters can easily drive the entire city mad. Once that happens, returning to the station for anything (much less a processing the evidence mod) enters into the 'out-of-the-question stage'.

We tend to divvy up roles; detectives try to detect and the uniforms deal with emergencies. If the game goes smoothly, the variant (in my opinion) works well; detectives now have a little more to do and a little more responsibility (sending out foot patrols - and having to protect the evidence until getting it back to the house).

But just like the concept of upgrading with donuts, once the game gets crazy, returning to the station can be a challenge unto itself.

This variant does work (for us at least). But it does amp up the difficulty for the detective.
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Common Man Games
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E.B.,

I'm not totally sure how you have been testing this so far, but...

(and maybe this is how you were doing it already)

I wonder if this variant would play best if a player did NOT have to END their turn at the station to do some of the things (like drop off evidence, etc).

To take it one step further, what if this was an expansion that used the basic rules of the game as-is, BUT with certain over-riding rules, such as...

NOTHING, in relation to the police station, can't be done during the movement phase.

So...

Evidence gets dropped off
Upgrades can happen
patrol officers can be dispatched
car types can be changed
Etc.

The idea being...

Cops are just "running into the station for a minute" to accomplish something (on their way somewhere else).

I think this could maintain the balance of the game potentially, because making it so that the evidence needs to be brought back to the station makes the game harder, but making it so you can upgrade etc without taking a full action to do so would make the game easier. These two might perfectly off-set each other and allow for the balance of the game to be nicely maintained.

Also...

that maybe evidence could be passed from one cop car to another, such that it could be shuttled back to the station faster and more efficiently.

I have to say, I am very intrigued to hear the outcome of this exploration, and a big thank you goes out to you and anyone else who contributes to this.

I think it has the potential for a cool twist on the basic game.

I'll be paying particular attention to this one!

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John Weier
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Maybe I watch too much TV, but isn't it usually the CSI guys who actually bag and carry the evidence from a crime scene? The Detectives are there to study the scene and gather information, but I would think the physical evidence itself would get carried home by the lab guys.

I guess you could look at it as a need to return to the station to file a report and paperwork for the evidence on occasion, but I can't see that being a requisite for making the actual arrest.
 
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Common Man Games
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slumcat wrote:
Maybe I watch too much TV, but isn't it usually the CSI guys who actually bag and carry the evidence from a crime scene? The Detectives are there to study the scene and gather information, but I would think the physical evidence itself would get carried home by the lab guys.

I guess you could look at it as a need to return to the station to file a report and paperwork for the evidence on occasion, but I can't see that being a requisite for making the actual arrest.


The DA has stated that a certain body of evidence needs to be in-tact in order for The Task-Force to proceed with an arrest.

 
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luca dena
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Hi, this is really a nice game. For a test, me and my wife are trying the following.
We have always 3 actions.
1)We have to carry evidence to the station
2)we have to escort punks to the station
3)any police car can carry maximum of 2 punks/evidence
Punks are placed on the red side, when they are arrested they become blue, so they still remain in the neighborood waiting to be transported, but they don't count for the gang forming limit of 4. The only drawback is that if they are not carried to the station you will eventually run out of punks. I will let you know after some games.
 
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Common Man Games
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Cool!

Thanks Luca!!!

A lot of your ideas remind me of Super Cop.

check it out...

https://boardgamegeek.com/thread/970219/expansion-idea-super...
 
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