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Author Topic: Pet peeve: vague description of endgame rules  (Read 1354 times)

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AJD

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Pet peeve: vague description of endgame rules
« on: March 10, 2013, 07:36:01 pm »
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This post is basically a whine/rant, so if that's not your sort of thing you can go ahead and skip it.

It bugs me when people state one of the endgame conditions as "when you try to draw a 10 and there aren't any, the game ends". This isn't the correct statement—if you Agriculture a 10, the game ends, even though you obviously weren't trying to draw a 10. And yet even the full Innovation FAQ that theory linked to in another thread phrases it that way. Stating the condition as "the game ends when you try to draw an 11" also isn't right, since e.g. Education can make you try to draw a 12. "Try to draw a card higher than 10" is the correct description, but people keep seeming to want to state the rule in one of the other ways.
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popsofctown

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Re: Pet peeve: vague description of endgame rules
« Reply #1 on: March 10, 2013, 07:44:42 pm »
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The paper rules that come with the game are pretty clear about the ending condition, though.

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AJD

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Re: Pet peeve: vague description of endgame rules
« Reply #2 on: March 10, 2013, 08:20:28 pm »
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The paper rules that come with the game are pretty clear about the ending condition, though.

They are! That's why it bugs me when things like that FAQ state it wrong.
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marco2012

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Re: Pet peeve: vague description of endgame rules
« Reply #3 on: March 11, 2013, 01:38:45 am »
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In fact, the offical rules says that 'when someone attapts to draw a card higher than 10, the game ends. It usually happens because when you try to draw a 10 and there aren't any'

The offical rules have mentioned that, but the wording would be a bit misleading, thought
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BitTorrent

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Re: Pet peeve: vague description of endgame rules
« Reply #4 on: March 11, 2013, 04:50:29 am »
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EPIC use of Watermill:
tuck an age 2 card with a bonus of 3(Crossbow), repeat,
draw an age 3 card with a bonus of 4(Almanac, Trust?), repeat,
tuck it and draw an age 4 card with a bonus of 5(Kobukson), repeat,
tuck it and draw an age 5 card with a bonus of 6(Stove), repeat,
tuck it and draw an age 6 card with a bonus of 7(Morphine), repeat,
tuck it and draw an age 7 card with a bonus of 8(Rubber, Jeans), repeat,
tuck it and draw an age 8 card with a bonus of 9(Air Con), repeat,
tuck it and draw an age 9 card with a bonus of 10(Wristwatch), repeat,
tuck it and draw an age 10 card with a bonus of 11(Sudoku), repeat,
tuck it and draw an age 11 card...That is higher than 10, so there we go a walk off Grand Slam Home Run  8)

That is how you walk off your opponent by 100% pure luck and the game ends. ;)
« Last Edit: March 11, 2013, 04:51:36 am by BitTorrent »
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popsofctown

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Re: Pet peeve: vague description of endgame rules
« Reply #5 on: March 11, 2013, 11:11:18 am »
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Perhaps the rule would be simpler if it was just, "Whenever you attempt to draw a 999, the game ends."
If that was the rule, when you try to draw an eleven, the elevens are empty, so you try to draw on higher....



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ksasaki

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Re: Pet peeve: vague description of endgame rules
« Reply #6 on: March 11, 2013, 12:33:28 pm »
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that's funny, I was just thinking about that watermill play, and thinking how you might actually lose because your opponent had noodles or something and had a higher score than you.
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popsofctown

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Re: Pet peeve: vague description of endgame rules
« Reply #7 on: March 11, 2013, 02:58:47 pm »
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that's funny, I was just thinking about that watermill play, and thinking how you might actually lose because your opponent had noodles or something and had a higher score than you.
Actually it seems the move is more likely to lose you the game than it is to win you the game.  Watermill is an echoes card without a bonus so that's a sign you are behind in score, and you are probably tucking into unsplayed piles, so you are usually behind on score.

And it's not like you decide whether to Watermill a Crossbow based on the risk of ending the game.
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