|
Rules
& Strategy Questions:
As gamers ourselves, we know the arguments that can occur
over the pettiest of rule interpretations. We will continue to
post rules
questions, answers, clarifications
and - dare we say - corrections, here in an attempt to save friendships
and marriages. We will also be interested to hear your own house-rules,
developments and suggestions - and we'll post those too!
1."When Players pay stolen goods cubes for movement, where
do these go?"
This rules omission
has been pointed out by a number of our players around the world;
however, everybody did also assume the correct answer. All spent
cubes go back to their respective warehouses, unless it's a market
round. (NB: cubes can only be paid to the market in a market round
AND if there is a space of the same colour available). This will
be clarified in the next edition of the rules.
2."Why is Police Constable movement random? Why not pay
to move the policemen?"
Not really a rules question this, but here goes... Whilst constable
movement is random, it is also predictable: you know each policeman's
potential position (1 of 6) at the end of each round, and so you
have judge your play accordingly. We considered payment early
on, but felt that the extra tier of economy made the game too
long, too complicated, and distorted the dynamic. What's more,
we felt that it distorted reality: it is, afterall, impossible
to bribe any London Bobby!
3."When you choose to steal goods at up to three locations,
but you only have two urchins on the board, can you use your third
action to exchange goods, or do you only get two actions, as you
only have two active urchins ??"
The rules (p.6)
read: "Instead of stealing goods at a location, the player
may choose to swap 3 goods cubes in hand (any colours) for one
goods cube of a chosen colour...". Therefore, I reckon that
an exchange has to replace one of one location earning, and in
your scenario, that's one of the two active urchins - leaving
one action unused.
4. "We
found that the cost of moving up (or down) on the tracks was very
high, compared with the relative ease at which you get bumped
back by the copper or someone else. Is there something we are
missing or doing wrong."
To be honest, you are the first to highlight the relative cost
of movement as an issue. Bumping is designed to be an integral
part of the game, so it needs to have an impact; clearly the more
players, the more impact bumping will have. I don't suppose you're
doing anything wrong, but this is a game that takes a few plays
to 'get the hang of' (in the words of one of our previewers, this
game will "...reward the skill and experience gained from
repeated play..."). Once you get five urchins on the board,
you should be able to optimise your earnings across 3 location
tracks in order to maximise you chance of moving where you want
to. Another tactic of course is to travel on the more expensive
location tracks, where there are usually fewer players - and so
less chance of getting bumped. The most successful of our play-testers
usually took a position early on St Paul's in order to earn larger
amounts for movement elsewhere. Moving on the The Thames is easy,
but a lot of bumping goes on; that usually figures in the first
'Fagin-run'. In short, try to keep a couple of urchins out of
trouble, so that they're in a position to earn their compatriots
out of trouble. In our experience, if you treat all five urchins
as potential 'Fagin-runners', you're lost. Remember: the first
to get 3 urchins back to Fagin wins!
NB: Fewer players
does allow for more active strategy; 2 players is very effective.
6 players can become a bit of a bumping free-for-all, making it
quite a different animal.
5. "In the couple of games we have played, I have not
seen the market empty
at all. It generally had one or two segments still full (usually
the 10 and the 12) where people had just sold cubes. Again what
are we missing, how often did this happen in playtest (or were
we the first?)"
You're missing nothing: Smithfield Market very rarely empties;
the refill rule (Phase 3ii) is there largely to avoid a stalemate
if it does. Yes, the expensive cubes do tend to get left, but
then the price wheel should turn at the end of the round, creating
another market opportunity for the next round (unless a 6 is rolled).
This situation is engineered to ensure that the market rarely
gets used more than once per round. Later in the game we have
found that the more expensive cubes do get bought as they become
more strategically valuable (as in many games with markets) -
especially by players who have 'sacrifice urchins' earning big
shillings on the purple and yellow locations. Our play-testers
have had successful games in which they play the shillings and
the market - rarely needing to take a commodity income at all.
|