Hot answers tagged turn-order
23
Seating is very important in Puerto Rico.
The seat that wins the most is 1st Corn (based on World Boardgaming Championship stats).
Here's one of the tourney pages with stats, if you look around you'll find more.
Here's the compilation of stats from 2002 to 2009:
Seat 1 indigo 41.53 scoring average, 19.9% of wins
Seat 2 indigo 40.73 scoring average, 19.5% ...
11
If there are two Lighthouse Chronologist with three players, will one player be pereptually skipped?
This is correct. Here's a ruling on it from Gatherer (Emphasis mine):
In a multiplayer game, if multiple players each control a level 7 Lighthouse Chronologist, extra turns may sometimes be created faster than they can be taken. Keep track of them carefully. If multiple Chronologist's abilities trigger during the same turn, the player whose turn would ...
8
There are several different things going on here, so it's important to understand the key details. Those boil down to:
1) Nothing in your scenario changes the turn order. This is essential, because it's the first guide to understand what's going on. While Time Sifter looks like it effectively changes the turn order, instead it specifically generates ...
5
I doubt there's a significantly different first round order. Certainly at the beginning there are very few options that are of use. We often see a prospector in fourth and fifth, the rational being:
If the fourth player produces then the fifth player may take prospector (or trader in the unlikely event they managed to get a small market).
A player on ...
4
First, the actual turn order is never changed. Rather, there's a stack of extra turns that must be taken before turn order can proceed.
Let's take a look at what happens. Presumably the player playing Time Stretch targeted himself. Let's call him "A".
Stack: Time Stretch[A]
Extra Turn Stack: -empty-
In response, you cast Radiate. It resolves. You ...
3
Player 4 shouldn't be playing Craftsman, knowing that player 5 will Captain.
Sure, if he player 4 uses Craftsman, players 4 and 5 get a 1-2 VP advantage over players 1-3, but they'd both be better off Prospecting this early in the game.
So the following is a good alternative:
Player 4: Prospector
Player 5: Prospector or Craftsman
2
Any turns that are "extra" turns get piled up at the end of the current one in a last-in first-out queue, much like the stack. So if player 5 won this upkeep's's time sifter and player 2 cast the time stretch on themselves, your extra turn queue looks like this after it's all resolved
22-??-??-??-??-5
For the players in the middle, the person who cast the ...
2
It seems like you may be asking for a variant.
You can vary things in many ways
Pre-seed roles with money.
Use a closed money auction mechanic instead of turn order.
Make a certain role unavailable first round
Draw roles randomly first round
Invert benefits first round.
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