Poverty Variation

topic posted Tue, November 4, 2003 - 3:43 PM by  Riley
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A variant rule: whenever a non-7 roll yields you no resources, you get a poverty token. On your turn, you can trade in poverty tokens for a resource card of your choice. Number of tokens required for a resource equals your current VPs.
- I hear this speeds up the initial game, and gives stragglers a chance to catch up with winners; less relevant in endgame, since by then most players have spread out enough to be getting a resource on most numbers, and the cost goes up.
There are, of course, sub-variations... whether you can hoard up a pile of tokens, or have to spend them whenever you have enough for a purchase; whether you can trade them; etc.
If you try it, post the results!
(Alas, not available in online play.)
posted by:
Riley
SF Bay Area
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  • Re: Poverty Variation

    Wed, November 5, 2003 - 10:25 PM
    this is new to me... sounds interesting. Might take a lil out off the placement stratergy as I can place on a low production intersection and it would still yield the tokens. Could be abused using development cards if you think about it a lil :p

    I heard of another method to speed up the game... where the table rerolls any 7s for the first 2 turns.
  • Re: Poverty Variation

    Fri, November 7, 2003 - 12:46 PM
    Equals your current VPs as shown to everyone else, or counting VP cards? I assume the former, right?
    • Re: Poverty Variation

      Sat, November 8, 2003 - 10:19 AM
      It's a variant. If you can think of more than one way to apply it, try both/all, see which you prefer, let us know!
      If/when I get a FTF game to try it, I'll start with visible VPs, since I'd rather not require people to expose dev cards.
      If people hoard up tokens, and if that seems a drag, I'd consider a rule that if you have 8 or more tokens, you lose half of them when 7 is rolled. (which makes them even more irrelevant in endgame, when you need 7-9 tokens to trade in.)
  • Re: Poverty Variation

    Mon, December 20, 2004 - 12:10 PM
    This kind of thing isn't necessary when you play with Cities and Knights. If you can develop enough to build an Aquaduct you get a resource on turn where the roll would not normally give you one.

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