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Reply: SeaFall:: Variants:: Re: Additional Rubberbanding

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by dommer2029

falarransted wrote:

So, we're game five into our game of SeaFall and the spread of points has gotten pretty ... wide. Between the First and the Last, there's more than a 20 point spread. Looking around that some of the complaints for SeaFall is that the rich get richer and the poor get poorer, I was wondering about something like this for additional rubberbanding:

1. Add this line to the First and Second position titles: "Give each player that is more than ten glory below your score an additional enmity."

2. Add this line to all cards, except the First place one: "For each full ten points you are behind the First place's score, gain 1 good from the supply to your province warehouse, one advisor from the first five advisors worth six gold or less, or five gold."

3. Add this line to all cards, except the First place one: "For each full 20 points you are behind the First place's score, gain one upgrade costing 10 gold, one building costing 10 gold, or 9 gold."

Thoughts?

I think your proposal is effective for adding additional rubberbanding, but having 3 separate rules to implement it feels overly complex. Here's what I'm using:
I think this is an End of Prologue Spoiler, but it might be First Box.
[o]1) The existing rule for gaining +3 gold for each 5 glory being behind is broken down into individual gold at 2, 2, 1 glory. So 7 glory behind means you get 4 gold at start, 3 for the first 5 glory and one more for the next two glory difference.[/o]
2) Get 3 extra gold at start for Number of Games in Last Place - Number of Games in First Place, if the difference is positive. So if you've come in last twice and never come in first, start with 6 extra gold.

[q=Willottica]No amount of rubber-banding SHOULD make up for poor play. If it did, it would be extremely frustrating for those who play well.
This is going to be a matter of taste, but I disagree. If our group is going to play many times, the most enjoyment and tension comes from knowing that everyone has a chance to win, even if not all members of the group are equally skilled. So the rubber-banding should be tuned so that it eventually is stronger than the skill difference. You might be surprised at how big of an edge is required to give a mediocre player a genuine chance at winning.

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