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Around the World in 80 Days» Forums » Variants

Subject: 2 player tweaks rss

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Crazy Bob
Philippines
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We tried these things for a two player game and they seemed to be ok.
1)Don't change the winning conditions (you still lose days when the other guy is in london).
2)the game ends when both players are in london
3)reduce the draw to 3 cards when the first player gets to london.

I think this keeps the feel of the "normal" game without really sacrificing anything.

Something else to look at is having the inspector cause more than just 2 days lost. The rulebook itself says if you fall behind more than one location, it's really hard to catch up, so this seems to be a possible fix. As it is the inspector doesn't get used because the 2 players are normally neck & neck.
 
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Andrew Swan
Australia
Randwick
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The problem we found with 2P was that because the start player changes every round, the turn sequence goes like this:

Turn 1: Player A, Player B
Turn 2: Player B, Player A
Turn 3: Player A, Player B
etc.

In other words, apart from player A's first turn, you always get two turns in a row. This means that if player X (could be A or B) is two spaces from London (San Francisco?), and player Y is no closer (maybe even in the same spot), player X can use their two consecutive turns to get to London and end the game. Player Y only gets one of their two turns before the round ends, so they automatically lose (there is no Connection card in the standard 2P game).

elcomadreja2 wrote:
2)the game ends when both players are in london

Yes, that is the key change to make the game playable for two. It solves the "consecutive turn" problem described above and possibly allows the Connection card to be put back in the pack (because it's no longer an automatic game winner).

I wonder how much they playtested the official 2P rules?
 
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Have faith
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game_boy wrote:
elcomadreja2 wrote:
2)the game ends when both players are in london

Yes, that is the key change to make the game playable for two.

OK, so now it's playable for 2. But is it any good? How would you rate it, from 1-10?
 
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Alexander Zhang
United States
West Haven
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You know, in our first play of 80 Days one of our friends asked why the game uses a nested turn system. I mean, in Puerto Rico and San Juan it is pretty obvious why the nested structure exists. In 80 Days, we can't think of a solid reason.

We haven't tried the 2 player variant yet, so it didn't occur to me how the nested nature of the turn sequence can mess the game up. But can anyone think of a reason why the nested structure is there anyway? Is the gameplay changed much when you remove the nesting?

Since grabbing the timepiece determines who will start the turn next (except in a 2 player game) we didn't see a reason to have the timepiece move around the table if nobody picked that card. The timepiece card, then, has more value and incentive to get selected if it means taking the first move away from someone who has had it for awhile. Everyone still gets a turn, but the order changes slightly.
 
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Paul Sauberer
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Austin
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game_boy wrote:
The problem we found with 2P was that because the start player changes every round, the turn sequence goes like this:

Turn 1: Player A, Player B
Turn 2: Player B, Player A
Turn 3: Player A, Player B
etc.

In other words, apart from player A's first turn, you always get two turns in a row. This means that if player X (could be A or B) is two spaces from London (San Francisco?), and player Y is no closer (maybe even in the same spot), player X can use their two consecutive turns to get to London and end the game. Player Y only gets one of their two turns before the round ends, so they automatically lose (there is no Connection card in the standard 2P game).

elcomadreja2 wrote:
2)the game ends when both players are in london

Yes, that is the key change to make the game playable for two. It solves the "consecutive turn" problem described above and possibly allows the Connection card to be put back in the pack (because it's no longer an automatic game winner).

I wonder how much they playtested the official 2P rules?


I'm not seeing where the "consectuive turn" issue is a problem because both players get the same number of turns.

If both players are two steps away from London and one uses consecutive turns to move there that just means that the other player was already behind and used the second of his consecutive turns to catch up. At the end of a turn that player was still a step behind the player who got to London first. This is because the first of the consecutive turns just gave the finishing player the same number of turns overall as the catching up player had.
 
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