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Guilds of Cadwallon» Forums » Rules

Subject: Questions and Observations rss

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Steve Hamm
United States
Ohio
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The rule book says there are 39 district cards on page 3, however if you add up the card type break down it is only 38 cards (16 guild cards + 4 Personality Cards, 5 Militia Cards and 13 Action Cards). Also, both decks of district cards that came with the KS version each have 38 cards in them.

So on page 7 of the rules under setup, should you only take out 5 cards so there or 33 districts left?
Or should you still remove 6 cards and play with a draw deck of 32 cards?

I haven't done any break down to see if 32 cards as opposed to 33 cards make a big difference or not. I wouldn't think it would though.

The Action card "Working the Crowds" has a miss print on it it seems as it says:

Move the Agent you played his turn to an occupied boulevard. Both Agents here provide Support as normal.

I am sure it is supposed to be this instead of his.

Last thing is about contract cards. many of them add in guild points after you complete them, such as If you have 3 or more Guild of Goldsmiths cards, score 5 guild points. I would assume the 5 guild points from completing the contract would get added to your guild points after you have added up your guild points for guild cards you have and then multiple them by the number of cards for that guild that you have (counting any personality cards you assigned of course).

So if I had the aforementioned contract and 3 Guild of Gold Smiths cards totaling 6 points. Then multiple 6 by 3 for total of 18. Finally add 5 points for the contact for a total score of 23. Am I thinking about this right?

So let me know what people think about the cards numbers being off and about when to add in contract guild points when scoring. I'll post this over on the CoolMiniorNot forums as well, as I hope someone from there will see it and respond.
 
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Morgan Vening
Australia
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The difference between playing with 32 and 33 cards seems to be quite significant. In the four games I've played so far (using 32), twice the game has ended with there being one card less than needed to fill the grid.
So that one card would change it from 3 rounds to 4 rounds. Basically, it comes down to needing 4 tied districts vs 5, to get that 4th round.

As for the Contracts, last line of the rulebook, "If the player completes the Contract card's goal by the end of the game, he adds its bonus to his FINAL SCORE." Emphasis mine. So it seems clear it's added the way you suggest.

A final note, regarding the former, having 8 cards not used, does make it a lot more likely that some contracts like the example you mentioned, actually being unwinnable. Having two of any specific guild in that last 8 of 32, isn't even close to a rare circumstance. Personally, I'd be more prone to using one (or perhaps even two) of the discarded Action Cards to fill out the final grid, would make for a less arbitrary finish. Either that, or have the Contract read "If you have 3 or more Guild of Foo (or all revealed), score 5 Guild Points". While we haven't played with Contracts, one game that finished with 8 remaining had a player get two of each of two Guilds, and finish last, because the remaining two pair never got revealed. If one of those had been a Contract guild, well...

Morgan Vening
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Steve Hamm
United States
Ohio
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I missed that on the contracts in the rule book, so thanks for pointing it out!

As for the 32/33 cards thing that was part of my worry, so I think until we get an official response. I will just remove 5 cards for the base game. Then if we play with double the districts for more than 4 players or larger than the base 3x3 board. I will remove 10 action cards instead of 12 to make the random action draw deck.

Thanks!
 
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Andrew Rowse
New Zealand
Wellington
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Morgan Vening wrote:
A final note, regarding the former, having 8 cards not used, does make it a lot more likely that some contracts like the example you mentioned, actually being unwinnable. Having two of any specific guild in that last 8 of 32, isn't even close to a rare circumstance.


The contract that gives you positive points for 5 or more militia is probably the worst. I cannot believe that it was actually ever tested!
 
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