by MannyMoeJack
moosemcd wrote:
A couple of additional side effects of this rule change:
The risk of staying in Tokyo is lessened. If you know that once you get out, you aren't at risk of being put in without your consent. Therefore, players will risk staying in Tokyo to a lower health than the would otherwise.
The risk of staying in Tokyo is lessened. If you know that once you get out, you aren't at risk of being put in without your consent. Therefore, players will risk staying in Tokyo to a lower health than the would otherwise.
People still leave Tokyo early because having to roll for hearts is a waste of a turn and it's not easy with either method.
moosemcd wrote:
The "Never Enter Tokyo" strategy becomes more viable. Players will be able to sit on the outskirts purely rolling for VPs and buying VP cards. Maybe some people think this is a viable strategy, I think it's annoying and is against the spirit of the game.
This does happen. Tokyo can sometimes stay vacant for 4 or 5 rounds. But I've rarely seen people start hoarding VPs. Most of the time they are rolling for power. This makes the game interesting because people are all trying to get the best powers to take them to the end of the game.
moosemcd wrote:
You decrease the strategic options of the person leaving Tokyo. The player inside of Tokyo will have less choices as to who they want to cede Tokyo to. This could easily result in two aggressive players trading Tokyo back in forth while they other players sit on the outskirts rolling 1's, 2's, and 3's.
I've rarely seen rolling for VPs work. If they don't throw punches the player in Tokyo will stay there the whole round and then punch everyone forcing them to roll for hearts. Rolling for hearts is a wasted turn.
moosemcd wrote:
Some groups (such as mine) will take forever to get a player into Tokyo at the beginning of the game. In the people I've played with, being in Tokyo at the beginning of the game is very dangerous as players are more inclined to pile on the damage, because they are not concerned with their own health. Therefore, the player to take Tokyo is usually the first person to roll a claw on their third roll.
I see this too but the player that doesn't worry about health always loses.
moosemcd wrote:
Also, keep in mind that being low in health does not necessarily mean you are losing. What if a player is at 15VP and 2 health because they neglected their health in pursuit of VPs, while all the other players are at
That is a late game strategy that can work and makes the game exciting.
I still stand by my idea of picking what dice to use makes for a better game all around in every situation.