Quantcast
Channel: Z-Man Games | BoardGameGeek
Viewing all articles
Browse latest Browse all 377012

Reply: Agricola:: Rules:: Re: Starting player

$
0
0

by TwitchBot

ldsdbomber wrote:

You could always try it your way, could make for some interesting subtleties. I keep meaning to try the "sliding" starting player idea where you have a turn order track and take start player just moves you to the top but the rest stay the same. Since the SP ordering is separate from what's going on, I don't always like the arbitrary way that seating order can have a large impact when someone else takes SP and potentially forces you into taking it again. Again, since the idea of the turn order in this game is independent of the games mechanics, it shouldn't upset the game mechanics, except to probably increase the value of taking start player (since you'll be going 1st, then no worse than 2nd, then no worse than 3rd etc). That might make the SP action too powerful, perhaps that's why Uwe implemented the SP grab as he did.


The problem with this variant, is that it's possible to get locked in to going last. For example suppose you're in a 4 player game and the turn order is Player A, Player B, Player C, Player D

Round 5
A: Build Room
B: Take Reed
C: Start Player/Minor
D: Take Wood
other actions

Round 6
C: Build Room
A: Family Growth/Minor
B: Start Player/Minor
D: Take Reed
other actions

Round 7
B: Build Room
C: Family Growth/Minor
A: Start Player/Minor
D: RSF
other actions

Round 8
A: Build another room
B: Family Growth/minor
C: Start Player/minor
D: Cry in your beer
other actions

Etc....

As long as players A, B, and C can keep getting resources with their other actions, player D is locked in to going last and will never get to build a room, because the space is never available.

Viewing all articles
Browse latest Browse all 377012

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>