Five Tribes Five Tribes

Forums

Recherche
Forums » Small World - English » House rule for balancing
Montrer: Messages du jour 
  
AuteurSujet
CandyCinema
Junior Member

Messages: 17
Enregistré(e) en :
May 2013
House rule for balancing Mon, 03 February 2014 10:44
I enjoy Small World with a lot of people, and I really enjoy a good 2-player game, which is very different but very fun.
However, after a good deal of 2-player games and then a HUGE amount of 2-player games on the PC version of Small World 2, I've come to the conclusion that there is AT LEAST a slight disadvantage given to the first player, in 2-player games particularly. It's just too easy for the second player to cripple the first player and never give up that strong advantage.

Some of you might argue that there is only a very slight disadvantage for the first player, but this house rule is only a small change, so hopefully it's still fair.

The change is simply: when playing 2-player, on the very first turn, each player picks their race combos in turn before player one begins conquering. This way, Player One has at least a little bit of knowledge on Player Two: which race Player Two will pick.

I really don't think this is too much of a balance-shifter. I know some people think that it is the second player who is at a disadvantage, but my experiences would disagree.
      
DAC cazaron
Senior Member
Aspirante

Messages: 221
Enregistré(e) en :
May 2012
Re:House rule for balancing Mon, 03 February 2014 10:53
I wouldn't use this change myself, but the beauty of house rules is that if you like it and it enhances your playing experience, then I'm all for supporting you using it.

I think the advantage of going first and second are equal:

First player chooses their race first, and takes first choice of the empty board, while the second player can try to cripple player one with their selection.

It's for that reason I wouldn't use it, but by all means, I can see why you'd use it, and good on you for coming up with a way you want to play!

Happy gaming!
      
blaxnlion
Senior Member

Messages: 279
Enregistré(e) en :
January 2013
Re:House rule for balancing Mon, 03 February 2014 12:00
CandyCinema wrote on Mon, 03 February 2014 10:44

I enjoy Small World with a lot of people, and I really enjoy a good 2-player game, which is very different but very fun.
However, after a good deal of 2-player games and then a HUGE amount of 2-player games on the PC version of Small World 2, I've come to the conclusion that there is AT LEAST a slight disadvantage given to the first player, in 2-player games particularly. It's just too easy for the second player to cripple the first player and never give up that strong advantage.

Some of you might argue that there is only a very slight disadvantage for the first player, but this house rule is only a small change, so hopefully it's still fair.

The change is simply: when playing 2-player, on the very first turn, each player picks their race combos in turn before player one begins conquering. This way, Player One has at least a little bit of knowledge on Player Two: which race Player Two will pick.

I really don't think this is too much of a balance-shifter. I know some people think that it is the second player who is at a disadvantage, but my experiences would disagree.


You forgot that there is a disadvantage for the second player at the very end of the game, too : while the first player conquers whit possibly pounding the second player and making him/her lose points after his/her last turn, the second player can't make the first player pay back : he/she'll have trouble conquering and ending the game, not only because the first will have redeployed the most annoying way, but also because it doesn't matter which regions the second player is going to conquer, that won't harm the first player.

So tu sum up :

Being the first player : + has the whole choice for choosing where to begin and apply his/her combo with optimum ;
+ has to care one turn less than the second player about the problem of loosing regions and thus loosing points
- can't prevent the second player from choosing a good combo if there were at least two ; reduces the cost to reach such combo

Second player : + has the advantage of conquering according to what the first player did : can stick him/her in a corner, make him/her lose regions at the very beginning...
+ points written above that are a disadvantage for the first player
- can't make the first player lose points during the last turn
      
jepmn
Member

Pages Perso
Messages: 81
Enregistré(e) en :
July 2013
Re:House rule for balancing Tue, 11 February 2014 21:05
Also add to the advantages of first player that they have the best possible combo choice, with only the single new combo that comes out after their choice as an unknown.

Personally, I always like being the first player better, and I've also played a ton of 2p games. The above advantage, the first choice of where to go and the ability to expand on the last turn with no regard for defending to me make it the better of the two.

But as DAC said, that's the beauty of house rules!

Edit: To add to this, I find the one player attacking the other too early in the game typically hurts the ATTACKER more than the attacked. In the first turn, the first players races (with most combos - and if not they can pick a combo that's better) will still be fairly clumped up. Most combos will take three to four regions, maybe five. To kick them off, you will have to spend two more token for every region than you would otherwise, thus forgoing VPs to hurt them. Yet they'll only lose 1 (or none for Elves or possibly gain for Pygmies) race token for each region. I really do think it balances out. My wife only started doing better against me when she stopped being so relentlessly aggressive and did the math.

[Mis à jour le: Tue, 11 February 2014 21:10]

      
    
Sujet précédent:Small World 2 conquers Steam PC and Android Territories
Sujet suivant:Official complete FAQ anywhere?
Aller au forum: