What are some rule changes that shorten the game, and what drawbacks do those changes have?
Please limit your answers to rules changes with which you have first-hand experience!
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What are some rule changes that shorten the game, and what drawbacks do those changes have? Please limit your answers to rules changes with which you have first-hand experience! |
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We usually play Settlers of Catan with resource cards exposed. This dramatically shortens the trading, as there is no question of whether any player owns a particular resource. The 'drawback' of this, is that players no longer have to remember what's been received. Another tactic we use to shorten the game is playing quickly. This isn't really a rules change, but if players agree at the beginning that they are hoping for a quick game, then this seems to give enough motivation for everyone to do so. |
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I have also heard of the playing with the resource cards face up but I hate this house rule because it takes away the fun of bluffing. Here's a couple suggestions:
The items above with |
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A rule variation that I prefer is to limit the movement of the robber: This speeds up the game with more resource production, since you can't automatically move the robber to the location where your opponents produce the most resources. Drawback is that robber tends to stay in the same area of the board so one player can get stuck with the robber for much of the game. So this becomes another strategic factor in initial placement an village/city construction location. |
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My preferred way to play is having 2 resource productions before each player's turn, which will come close to halving the length of the game. This takes out most of the waiting, because you will almost always be building something new every single turn. The only problem is that its harder to get rid of your resources before a robber hits as you have to 'survive' twice as many potential times where a 7 might come up and make you discard. To balance this, you could allow an 'intermediary building phase' at the end of every player's turn where all players are allowed to build, but are only allowed to trade with the active player (this is how the 5-6 player expansion works). If you really want to make the game quicker, you can eliminate the concept of turns altogether and let everyone build and trade at once after a designated number of resource productions happen, but this will make for a bit more chaos as players race to get the best trades and build a settlement in a choice spot as they no longer have to wait their turn before doing so. However, if your group likes a tenser, fast-paced game it's worth a shot. I personally prefer to use a deck of cards with the same probabilities instead of rolling dice. Its a lot faster just to draw the top card of the deck, and its a ton more flexible because you can choose to go through the entire deck before reshuffling, so each number is guaranteed to come up a certain number of times. If your group doesn't having to randomly discard resources a lot, just remove a 7 or two from the deck. IMHO this adds a fair bit more strategy and flexibility that makes the game more enjoyable. :D |
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In the setup phase, place a settlement first, and then a city second. This is one of the common changes that many of the longer adaptations feature and it just helps you get going quicker at the slower/earlier stages of the game. |
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We've tried to replace the robber with a more benevolent figure (we used a LEGO Dumbledore microfig but you can just reuse the robber figure and call it, say, a magician)
We came up with that because we don't like the robber that much, and it sped up the game quite a bit. Now, I suppose any house rule which gives more ressources would shorten the game length, but with that one is slightly strategic in nature. Of course there's also the bog-standard way to change the duration of the game: instead of 10 victory points, aim for less (8 for example). As long as you agree before starting the game :-) |
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Stolen from Settlers of America. |
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When we only have time for a short game, we will eliminate the robber and allow each play to take a resource of their choice on roll of 7. It cuts the time a lot, and eliminates a lot of frustration when playing with people who are inexperienced with the game. (I like the using a city for the second settlement idea, and the gold if no resources. I want to try them!) |
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