Hello everyone.
This is my first post even though I'm visiting this forum for quite a time. Please note that I'm not a native speaker so excuse my “engrish”.
I would like to suggest a variant to this great game (or more precisely rules for a session) and want to know your opinion. This is supposed to address several features of the game that can be viewed as problems by some players (like me) – let me call them *issues*.
Disclaimer: based on
http://forum.dominionstrategy.com/index.php?topic=4966.msg117607#msg117607I tried to make the setting more general so it can be more easily scalable.
Now let me start with listing of those issues.
Issue #1: First player advantage.
Maybe not everyone will agree, but I think that the evidence is strong.Quick fix: give the other players an artificial advantage, or while playing several games cycle the game order.
Issue #2: Strong dependance on “luck”.
Quick fix: play several games.
Issue #3: Some games end very close, yet one player wins and the other feels that it was not deserved.
Quick fix: change the criterion for a game to tie, or make those games have lower value.
Issue #4: Some games are “decided” before they end and finishing them is boring.
For example one player in 2p game is pinned.Quick fix: encourage resigning.
We can discuss issue #1 first. In my experience it seems that number of wins as the first player in 2p game is roughly equal to the number of wins as the second player + number of ties. So if we say that a second player always wins ties I think that it will be more fair, maybe it will result in slight advantage of second player, but hopefully smaller than the one which has the first player now. So the ruling here can be:
Each player starts a game with n/10 (virtual) VP tokens, where n is his game order.To be honest I don't know if my thoughts can generalize to multiplayer and I cannot check since councilroom is still down. Nevertheless the result here is that there will be no ties at all, which strengthens issue #3 even more so let us (re)define when two players tie.
Two players tie, if the (absolute value of the) difference of their victory points is less than 3.Actually any constant could do, but I'd stick with integers. To fix it at 3 means that in a 2p big money mirror it is not enough for a first player to win by duchy, but it is enough for the second player. And it also means that the impact on colony games is marginal, which is good since they seem not to suffer from this issue. Actually there is one problem with this rule in a multiplayer. Tie is not an equivalence relation, in particular if A ties with B and B ties with C then it doesn't mean that A ties with C, we will deal with it later.
Now let me describe the session rules for TWO players.
Each player starts the session with 60 crowns.
At the beginning of a game each player bets 6 crowns. During a cleanup phase, just before redrawing new hand, an active player without the bet token (players start the game without one) has the opportunity to raise his bet for any amount of available crowns, but doubling it at most. If the active player raises his bet then the opponent discards his bet token (if he has any) and the active player takes one. Now the opponent either “calls” his bet (evens it) or he “passes” which means that the active player claims both his and his opponent's bet. This addresses issue #4.
The game from now is pointless and can be ended right now, but can continue if both players desire so. Special rule is that a player cannot rise over the other players maximum available crowns; i.e. more than to make him “all-in”.
If the game ends without any player passing, the winner claims both bets and in the case of a tie, the bets are split evenly. I think that close games result in lower bets, what addresses issue #3.
After the game ends each player discards 3 crowns, if he doesn't have enough he is eliminated from the session and has lost, the remaining player wins (and is crowned as king of the session). The same applies if a player doesn't have enough (6) crowns for an initial bet.
Between the games, the game order should alternate.The discard rule is to cap the maximal number of games per session. Obviously 60 starting crowns and 3 discarded crowns are parameters free to experiment with. Of course there is a possibility to give a player an advantage and let him start with more crowns.
Now how to adapt this for a multiplayer.
Variant A: Multiplayer as a set of duels.
Player splits evenly his initial bet among all opponents. This is why I suggested 6 crowns, since it works good for 2-4 players, for 5 and 6 players you'd need 0.5 and 0.2 crowns, respectively.
Keep track of bets for every pair of players like in 2p game. An active player can manipulate bets at his cleanup phase for each/any of his opponents and there should be different bet tokens for each pair. At the end of the game each pair of players deals with their bets comparing only their scores. So there is no problem with non-transitive ties here.
The game is pointless after all bets are claimed by someone, but if a player has no “active” bet he can leave the game if he wishes to. In a multiplayer it is possible that more players will be eliminated at the same time so in this case the number of crowns before elimination is decisive.
You can keep track of the bets like this: Every player has somewhere in front of him cards/mats representing all of his opponents and will place all bets against him on that card/mat as well as possible bet token.Note that for 5 players there are 10 pairs so this variant is not very desirable for more than 4 players.
Variant B: Poker-like multiplayer.
Each player has only one bet (on his winning of the game). For n-player game there are (n-1) bet tokens available, players start the game with none. Also each player starts the game with an initial bet of 6 crowns. As usual in a cleanup phase an active player can raise his bet if he doesn't have a bet token. If he does so there are two possibilities either all other players have a bet token in which case they all discard it and the active player takes one or one or more of his opponents does not have a bet token in which case he just takes one. After raising all opponents in game order either call or pass. A player who passes is done and cannot win anything, he can end if he wishes to. At the end of the game all players that have not passed compare their score. The player with the most VP checks for tie with the player with second most, if yes then the second with third and so on. All of these players are considered to tie and they split all of the bets among themselves evenly. Note that in this variant one may want to pose more strict caps at betting than just doubling the previous bet and it is also not so clear how to deal with all-ins, maybe exactly as in poker, or maybe ruling that a player cannot raise more than to make any non-passed player all-in.
Last two notes. I think that eliminated players should have the opportunity to continue playing as dummy players with no betting. And that since in the multiplayer it is not clear how to rotate game order between games I suggest that the player with lowest score at the end of previous game will choose his game order first and so on.