Subject: Re: 1630 something variant From: Allan Bell Hi Alan, You might like to put this up on grognard.com Allan ---- >Allan, > here is the variant as we played it. > >1630 something - rules variant. >=============================== > >All rules are as stated in the official rules unless otherwise stated. > >Sequence of play >================ > >This sequence of play clarifies how the whole thing hangs together with >the new rules. > >Game Set-Up > 1 Draw VP Counters - number determined by number of players. See table >1 below. > 2 Deal initial hand - number of cards equal to maximum cards held on >turn 1. See table 1 below. > 3 Each player chooses up to 3 influence cards to begin the game with >"in play" and places them face down in front of him. When everyone is >ready then turn the influence cards over and place them in ascendant >position. > 4 Roll dice to choose 1st player for 1st turn. > >Player Turn > 1 Remove 1 descendant influence (if any) to player's market place (not >discard). > 2 Draw cards - number determined by number of players. See table 1 >below. > 3 Play up to 2 special cards. The cards played are placed in the >discard pile. Any other cards lost as a consequence are placed in their >respective marketplaces. > 4 Mandatory vote. > 5 The player places all excess cards plus one more into his market >place (NB if the player has less than the maximum, and hence no excess, >the "one more" is still placed in his market place). The maximum number >of cards that can be retained depends on the game turn and the number of >players. See table 1 below. > >End of Full Round (All players starting from 1st player have had 1 turn) > 1 Add up victory points and adjust totals > 2 Check for end of game > 3 Market place rounds ( Details below) > Round 1: Exchanges > Round 2: Pickup > All cards remaining in markets are discarded. > 4 Remove all leaders and unrest markers from the board. Pass the 1st >player marker ANTI-CLOCKWISE. > >NB The origional trading rules are not used. > >Table 1 >======= > >Number of Players > 3 4 5 6 >Max cards held >Turn: > 1 to 4 13 10 8 6 < also cards dealt at set-up > 5 to 7 10 8 6 5 > 8 to 10 6 6 4 4 > >Cards drawn 6 5 4 3 >VP counters each 6 4 4 3 > >Rules changes and clarification: >================================ > >Maximum army size for any country 3 >Maximum military ability for any country 3 > >Influence >========= >Maximum influence cards a player may have in play for any one country is >3. When playing influence cards during a vote a player may replace a >current influence card with one from his hand. The replaced card is >placed in the players marketplace. This may not be done if the players >influence in that country is in descent. The maximum influence a player >can have in a country is thus 9 (3 cards each of 3 influence). > >Market Place >============ > >Other than the two special cards played in step 3 of the player turn, all >cards lost by a player are placed in his market, a stack of cards >retained until the market rounds in step 3 of the end of round actions. > >To begin the market rounds each player places all the cards from their >markets face up in front of them, so that all the cards can be clearly >seen. > >Round 1: Exchange > >Starting with the first player and proceeding clockwise each player may >exchange one card in their hand for one card in any market other than >their own. The card from the market goes into the players hand and the >card from the hand is now part of the market from which the market card >came. > >Round 2: Pickup > >Starting with the first player and proceeding clockwise each player may >pick up one card. The card may come from any market including the >player's own. > >Finaly, any cards remaining in the market place are removed to the >discard pile. > >Comments: >========= > >I based the numbers in table 1 on a fairly thorough analysis of the >number and kind of cards in the deck and the dynamics of the number of >players. The aim is to force players to make hard choices about their >cards, when to use them, when to exchange etc. The assassin and unrest >cards are harder to hold on to, a little more agressive, and tend to come >in to play more and more often toward the end game. > >The number of VP counters possessed also varies with the number of >players to keep things tight and allow maximum flexibility for trying to >hide your true concerns in the early game. > >I believe it would be possible to bring Italy back into the game without >reducing the total number of cards in the deck, by changing some of the >other cards to Italian Influence cards. I have also done some thinking >and tinkering with some special rules changes for the German States but >have not had a chance to play test them. The aim is to make the German >States a pivotal battleground which everyone has a stake in defending or >plundering at various times. > >Danny Stevens: Sydney - 15/2/98 ---------------- Allan Bell Marketing Manager - Software Apple Asia/Pacific