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Most of those rules of 'who starts first' are really partly 'fun' extensions of the game, and a way to learn a little about each other at the start. I only use them for the first time we play a new game or at least first time with new players. After that, those rules go out the window unless they appear to 'even' things our a bit. We always pass around ...


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Of course this can happen, but the expectation is that all the players help contribute to finding solutions to the current problems. While you might see one path, someone else might see another, that happens to be better. Having multiple people working on the same problem from different perspectives generally provides better results. Kind of like crowd ...


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The easiest thing to do is to just start later. Dominion has a distinct (though slight) first player advantage. So start last, every game. (The rules even say to have the player to the left of whoever last won to go first.) If that's not enough, just do nothing your first turn, or two turns. This has the advantage of being completely legal under the rules ...


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I invented the ressurector who can bring one person and one random card back to life every other round, but in my experience the ressurector always happens to die first which is weird. You could also play where everyone has jobs as a cover during the day. There's a journalist who makes up a story about how everyone died, a gossiped who tells lies and blames ...


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I suggested a way to play with 2 players that hinges largely on a trading dynamic with the shared neutral player here How do you make Settlers of Catan work well for 2 players? (Problems and play-tested solution described, alternatives requested) The idea is that you trade 1 for 1, then 2 for 1, then 3 for 1, and so on, randomly drawing from the neutral ...


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I've played two person Catan quite a few times. The best way I've found is to play with four players and each person controls two colors. The rules are that you can only trade 1:1 from hand to hand, but you can trade as much as you want with your opponent. Turns go back and forth between you and your opponent and between your hands. For example: you ...


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It sounds like your newer players' disadvantage will be mostly in the deck creation phase of the draft. I suggest handicapping the experienced players in this phase. Impose a time limit per pick on the experienced players Impose a time limit for deck creation after the draft on the experienced players Give the new players more flexibility around side ...


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There's a 2 player variant for Seafarers that I once found here. The starting island is basic and small. This 2 player variant doesn't solve the slow-the-leader problem, instead this is overshadowed by the luck of the draw Discovery mechanic from Seafarers. If you like that sort of play, this might be your variant. Set up: Players receive 2 sets of ...


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We have played a 2 player variant we designed. I will try to describe it as succinctly as I can, and if there is interest, am happy to expand. Broadly, the idea is for each player to alternate controlling a 3rd player (P3). If P3 wins, the game is a draw. Most aspects of alternating control of P3 are common sense and can be varied, but there is a key ...



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