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Reply: Merchant of Venus (second edition):: Variants:: Re: Possible solution to the Standard game market fluctuation?

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by fizzmore

Zeede wrote:

Many have stated that just three tokens means the order is very easy to figure out, so why not just roll one of the included d6's? 1-2 can be the low market, 3-4 can be neutral (and cause a good to be manufactured) and 5-6 can be the high market.

This way you don't know for sure what the market will be after a player has sold a good.

Cameron


That just introduces more randomness into the game. I think it's a *good* thing that you can plan around the state of the market on various planets. It doesn't make a huge difference, but I have found myself using it as a deciding factor when two planets are reachable from my current position, and certainly when landing on a planet and deciding whether to sell a good on the turn I land. I've also seen players shift demand wither via selling or via market flux when they know an opponent is headed towards that planet.

It's certainly a small factor in the overall scheme of the game, but I don't see how replacing that small strategic consideration with a random die roll would improve the game.

There are people out there memorizing the order of 14 different token piles? When does that become fun?


Who said anything about memorizing? In the games I've played, the order was public knowledge...it didn't even occur to us to play it otherwise (because, as you said, that's just annoying).

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