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25

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

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

No matter what method you decide on, you will need to keep track of two things, the current turn order and the next turn order. I have a few options you could try: Two Tracks You can simply have two tracks that will show current and next turn orders. This is a simple solution, players can all stay in their seats and the turn will just jump around the ...


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 ...


6

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 ...


5

The Storm of Souls rulebook says: When an Event card flips into the Center Row, immediately move it to the Event Zone on the board, and then replace it in the Center Row. [...] If a new Event flips, the old Event immediately goes to the Void and the new Event becomes the current event. The keyword is immediately. Therefore, if Souls Unbound enters ...


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 ...


4

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


3

Here is one I made: (click for full size - hosted on 27ld.com)


3

You could do this with a board that has two columns, one for the current turn and one for the next turn. Place coloured counters on the board to show the turn order, move the counters when the turn order changes. For your example if Jim is Red, Steve is Green and Betty is Blue, then start with this: Current Next 1 Red Red 2 Green ...


3

It seems like you would want a track showing the current turn order. The game boards for Kingsburg, Macao, and Powergrid all use a track like this. While Kingsburg and Powergrid determine turn order at the start of each round, Macao is more similar to what you describe; players can change their turn order during their turn. Just have the action that players ...


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.


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

One solution would be to create a "track of tracks". To speak somewhat more formally, one could utilize an analogy to a permutation matrix. Two kinds of objects are necessary for this: A "ruler" marked "1st, 2nd, 3rd," etc. for each player, with sliding markers on them, which can be slid along the length of the ruler to indicate in which position that ...


2

Each player can have a double sided token, with one side grayed out indicating that their turn has been taken. These tokens can be placed on a track that indicates turn order. Once they start their turn, they flip the token to the grayed out side. If they take any actions that change their next turn order, simply move the token up or down the track as ...


2

If you have player tokens/counters already in the game you could track turns with a single set and the dual track method mentioned above (trying to introduce fewer new components). Basically track one is 'current turn' order, track two is 'next turn' order. The first player is the one with their token in the highest position of the 'current turn' track. ...


1

Many games with such systems have plates/tiles with marked turn orders that are passed out to players each turn and sit next to them on the table. It's much like the concept of a Dealer Button in poker, except that there's one for every position in the ordering. This can be seen in games such as Risk 2210 and Scepter of Zavandor. As a benefit, special ...


1

The first pull, barring extraordinary tile draws, should be Settler->Quarry. I agree with Pat that Prospector is better than Craftsman for player 4. A great strategy guide is here.



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