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0

I played this game intensely a few years ago with 2 and 3 players (sometimes up to 4) and the analysy-paralysis problem disappeared after, say, 2-3 games with the same group. I tried the same solution of lowering to 7 buildings (in fact, it is even suggested on the rulebook) and worked quite well for 2 players, never tried it with 3-4 players. I personally ...


-2

most handicap systems handicap permanently, 1 less card, 1 smaller hand, 5 less life etc. this usally can be majorly detrimental. also most effects are to clunky -1 card may be too little, but -2 too much mainly as the effect is permanant. I suggest a delayed return to normality. in my example your draw is behind (nearly-it moves to the end of the turn) 1 ...


-1

I assume you are referring to 1942 2nd Edition. If so, I don't think you need to fix the German navy at all - I think the Axis have an advantage in this game to begin with. MM


0

This is a crude instrument but you could try running a timer on decisions then deducting a player one gold OR their lowest value building if they exceed say, 2 minutes on a decision. I'll be honest and say I haven't tried this myself but my group tend to play quite fast.


3

Generally when I play games like that and a miss play is caught before the next trick is played then the play is corrected. However if it is caught later then the player that messed up losses the hand. In hearts for example they would take all 26 points and everyone else would get 0. In a game where you want points they take the penalty for not getting the ...


0

I don't really see a problem with too many option cards. With solid planning I usually need about 2-3 complete Turns to get to the next Flag, if the other players aren't actively blocking me. So if we both start, you take 2 turns to your Repair-Shop I'm already at the first flag. If you stay there for 5 more turns (and manage to just collect your option ...


1

We rarely play with either the Tower or the Dragon, mostly because neither my wife or I like having to worry about 'randomly' losing our Meeple like that. and of course the fact that to stop the tower, you have to sacrifice another piece. But your question got me thinking, so my idea is to add extra Meeple to each player. I have two whole sets of Meeple, ...


1

Well, we had the same problem and solved that making the tower only as a point generation rule. What we did was, the player play the tower base tile and if he/she will, can put only in the tower foundation turn a tower piece and a meeple, the meeple can't leave the board, only once by turn the player can rise one of his / hers towers, at the end of the game, ...


1

If you are happy to make the handicap explicit then victory points are a good way to do it. Increase the threshold the better player needs to reach in order to win. I am experimenting with this playing with my son who is 11. Remember that victory point increases are not linear (ie gaining an extra point when you have 10 points is a lot easier than when at ...


2

I would agree that the Rogue is the weakest class, although I don't have hard data to back that up. The reasoning is simple: she needs the same treasure count as the cleric, but is weaker in combat. Their special power to pass secret doors is a very poor compensation, not least because it's unreliable, and is easily copied with a secret door card. The ...


0

Don't know how much of an improvement this is but I found this: http://www.witchmastercreations.com/board-game-mod-afrikan-zombeja-or-in-almost-english-afrikan-zombies/


-4

I don't know why you say the Rogue can never win. How many times have you played Dungeon? You might be interested in the variants posted on Board Game Geek, such as Class powers, Chambers, and so on: http://boardgamegeek.com/boardgame/1339/dungeon#files


1

When I play Carcassone with new players, I either give them a two meeple advantage, usually by having the experienced players (which is often just me) play without two of my meeples. This helps take away the big advantage experienced players have in knowing how farms work because they can't farm as aggressively (or else they will have no meeples left for ...


1

I consider the first game a learning game. Not teaching/playing the farms merely postpones it. I think the only way to really understand them is to use them and show. I also spend a lot of time giving advice to new players (depending on how fast they seem to be picking it up). The hardest part I've found is try trying teach them where they can play ...



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