دسته: تغییرات و بهینه‌سازی‌ها

  • Should the core Battlestar Galactica game adopt the revised Cylon Resurrection Ship?


    In Battlestar Galactica, revealed Cylon players can use the Resurrection Ship location to pass their unrevealed loyalty cards to another player at the table. This can be necessary when one player has drawn multiple “You Are A Cylon” cards or can be used to sow confusion by giving “You Are Not A Cylon” cards away.

    In the Pegasus expansion, the Resurrection Ship location no longer passes loyalty cards. Instead, when a Cylon player reveals himself, he always passes his unrevealed cards to another player as part of the reveal process.

    It’s not clear which situation happened during Pegasus development:

    1. The passing was made part of the reveal process in order to address an imbalance, and the Resurrection Ship location was changed in response to this
    2. The Resurrection Ship location was changed for other reasons, and the passing was moved to the reveal process in response to this.

    Having just played a game where I happened to be dealt both “You Are A Cylon” cards, I’m starting to think that the base game should use the Pegasus card-passing rules.

    The process of revealing is purposely built so that the Cylon player doesn’t get to do any “Cylon actions” until the round after he reveals – for one thing, this prevents a player from revealing and immediately playing his Super Crisis card.

    A Cylon dealt both Cylon cards, however, ends up having to wait 2 full rounds to get all the stuff he needs to do done:

    1. He needs to pass the other Cylon card
    2. He needs to play his Super Crisis

    Now, he won’t always NEED to play the Super Crisis, but in most cases that will probably be true, particularly since there has been only one Cylon player sabotaging things to this point. Whichever order the Cylon chooses, it’s not great for him. If he passes loyalty cards first, it probably looks pretty suspicious that he didn’t play the Super Crisis, but prioritized card-passing more. The humans are likely to assume the card recipient is now also a Cylon. On the other hand, if he plays the Super Crisis first, there is one more human available to help against it for a round until the card is finally passed.

    This two-turn latency to get all his ducks in a row seems like a harsh penalty, especially on top of the minor penalty that he’s been the sole Cylon to this point. Automatically passing as part of the reveal gets things back to the more “normal” setup – 2 Cylons, and a 1 turn delay before Super Crisis can be played. It also makes the passing of the loyalty cards something that is not inherently suspicious, since it always happens.

    If this had come about in Pegasus through just a rule change listed in the instructions, it would be a no-brainer to apply it to the core game. But since it involves changes to the board that are affected by other Pegasus-specific stuff, it’s not clear how applicable this should be.

    Since I haven’t played Pegasus, it made me wonder: is there a reason why it would be bad to apply this rule change to the core game?



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  • How to play a quicker game of Monopoly?


    Is it possible to play a quicker game of monopoly that lasts under one hour on average with only two players? If so, how? I am not looking for anything that specific, but I need house rules that will speed the game up. By the way, I lost my Speed Die.



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  • Is there a penalty for forgetting to draw?


    In a 2 player game, if a player forgets to draw from the stock and tables their first meld (without needing to draw the top discard), would there be a penalty? Or, once noticed could they then draw from the stock?



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  • What is the fastest way to get infinite mana in Historic?


    I’m looking for the combo using the fewest cards from the start of the game that allows you to generate unlimited mana using Historic-legal cards. It doesn’t have to be viable or practical, but I have two restrictions:

    1. No using Codie, Vociferous Codex, because I need to cast permanent spells for what I’m trying to pull off and Codie doesn’t allow that.
    2. The opening hand may be assumed. If a solution requires more than 7 cards, you may assume perfect results from random events. If it requires 7 or fewer cards it must be deterministic.

    I devised a method using 11 cards over 4 turns, requiring you to be on the draw and draw perfectly.

    1. Play Botanical Sanctum and tap it to cast Llanowar Elves
    2. Play Lotus Field, tap Sanctum to cast Stifle targeting Lotus Field’s trigger, and tap one Llanowar Elves to cast another
    3. Play an untapped land, tap everything to cast Chromatic Orrery, tap it for 5 to cast Irencrag Feat, then spend that mana to cast Nyxbloom Ancient
    4. Cast Circle of Dreams Druid and enchant it with Gauntlets of Light

    I’m sure this can be improved.



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  • How could you best run a limited event with only random bulk?


    I have over 2k of bulk cards that are a hassle to store. I’ve heard that I could donate them, but these cards are in English and where I live most kids/teens don’t speak the language. I’ve heard to sell them for like 10 bucks on eBay, but that just seems like a waste.

    Instead I wonder if there isn’t a more fun and creative way to get rid of them. I want to run a limited event in which my friends can just make a fun deck and bring the cards home. If you were going to run such an event, how would you do it?

    Here is what I’ve considered so far:

    1. My first thought was to make a cube, but there are too many cards to sort, enter into some collection app and then to find a way to create a cube. It would be a nightmare.
    2. My second idea was to do a draft, where we shuffle everything and make packs out of the cards(maybe bigger packs than 15 to make up for the randomness), but I just ran a draft in which people got 4 packs, and my friends complained it is hard to parse a strategy when you have that many cards.
    3. My last idea was to do a big sealed draw. Basically put all the cards into a bag and you draw the equivalent of 6 packs(90 cards) and then you have to make a deck. I think this helps with the problem of parsing all of the cards, because you should be able to pile them by colour and not consider a good part of them, but then you are still left with a lot of useless bulk in a way that draft kinda solves.

    For all of these ideas I’m also afraid it will he very difficult to make a strategy coalesce.

    Did anyone try to do something like this before? If so, what do you suggest?

    Here is my current idea for how to run the event. I will keep it up to date as your answers and comments help me refine it:

    1. Ask all my friends to bring their own trash bulk they don’t want(so this event will also work as a sort of exchange)
    2. Sort all the cards into a single mythics/rares land/color fixers and chase/signpost pile, the rest get sorted by color
    3. Randomize all the cards in each pile and deal a certain number for each player(not sure how many yet)
    4. Do a mythics/rare draft to start with, to help players find a strategy
    5. All players get to choose 2 colors and get the equivalent of two boosters for each
    6. Do a second mythic/rare draft to refine the strategy
    7. Do a second "sealed" pick where you choose 2 colors again and get two sealed packs
    8. At the end the players will have the equivalent of 6 packs and some good control over what they got



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  • Are the utilities worth buying?

    Are the utilities worth buying?


    In Monopoly, there are two utilities. They cost 150, and rent is 4x the dice roll if one utility is owned, or 10x the dice value if both are owned.

    2 cards: Electric Company and Water Works (descriptions summarized above)

    Are the utilities something I want to purchase if possible? Or are they junk? How valuable are they compared to the other properties on the board?



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  • How do I handle a late player for Battlestar Galactica?


    I have a player that may be later for a start of a game. How can I incorporate them into a session of BSG?

    I see two simple ways of doing this:

    1. Create the character at setup time and "zombiefy" them until the player arrives. They exist, but don’t interact at all.
    2. Draw up the character when the player gets there.

    I think these both amount to the same thing (kind of like adding a character mid-season to the series). But does it cause any difficulties for game play?



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  • Is solo play meant to use just 3 heroes?


    While I’ll allow for the possibility that I’m just no good at the game, first I need to make sure I’m not just doing something wrong.

    Having tried 7-8 times, I have not been able to even come close to winning the first quest in the Core Set as a solo player. Most of my games I’m not able to get a single advancement token on the first stage. Playing as a single player with just three heroes, the numbers seem stacked against me to be able to effectively quest and still attack and defend that round. The enemies pile up, or the threat tracker gets to 50 after a few rounds of holding the monsters back, or I have no choice but to take undefended damage and lose my heroes. I’m all good with having a challenging game, but for a quest with a difficulty level 1, explicitly described as an “introductory scenario,” I have to wonder: is this meant to be played one player, with a single set of three heroes? It doesn’t seem possible to generate enough willpower, attack strength, or resources. The rulebook doesn’t address single player mode at all, so if not, what are the official solo play rules?

    Update: Upon further research and playing, I think I can safely attribute most of my failures to an underestimation of the importance of traveling to and exploring locations. While still not a total breeze, it made threat level much more manageable.



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  • How long does a normal game of Monopoly, with 4 players, last?


    I recently had remembered that at the end of the rule book of Monopoly that it says the rules for a short game and then says (60-90 minutes) in the header. At the back, it says the rules for a game that has an hour of termination decided. And there are "house rules" and I have no clue what those are. Bt in the instruction booklet, it doesn’t state how long a regular game of Monopoly last, with the normal rules.

    I used to watch my family play and they normally had 4 players. And they didn’t use house rules (granted I was 6 so I don’t really remember but no one in my family knows what those are.)

    My question is, how long does a normal game, with 4 players, last without a definite hour of termination and without house rules?



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  • Identify a game with 3 large dice and 2 smaller red dice


    I’ve lost the packaging and instructions for a commercial dice-based game. The dice have traditional number of spots 1-6.

    There are 5 dice in total:

    • 3 large dice: purple, green and red
    • 2 smaller red dice.

    What’s the name of the game?



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