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You are here: FFG Forums /  Board and Card Games /  Android

Android
The World Changed... Crime Did Not
Moderator: FFGAntonffgjafferffgjoshGeckoThe Spaniard Topics: 308 | Posts: 1726
Can this game be played with 2 players
by Zadok13
Published on 08 December 2008 - 16:14:15
Page 2 of 2 (25 messages) « First page... 1 2
Reply #16 | Published on 14 December 2008 - 10:48:15

Most of FFG's games (at least the big ones) work better with the maximum number of players, and are rather iffy with two.

Game on!

Reply #17 | Published on 19 December 2008 - 18:46:56

All the positive feedback for this is going to make me try it with my girlfriend. We often end up playing 2 player games because we can't always get more people to play.

Just waiting for it to arrive :x

Reply #18 | Published on 20 December 2008 - 22:19:54

I just wrapped up a 'one week' training game with 2 players, getting my skeptical friends hyped one at a time, and the mechanics worked just fine. It makes it a little easier to blow an entire turn to dump bad baggage on someone's plot and feel like you got your AP-worth, and less cards end up in play, but it can still be played through and be fun with just two, it is just  more about playing for fun as opposed to playing for a win.

 

That said, it is clearly meant to be played with more, adding entirely new depths of complexity, strategy, and general awesomeness with each player that joins the mix.

It is only by learning from the mistakes we have made in the past that allow us to truly improve the quality of mistakes we make in the future.

 

Reply #19 | Published on 21 December 2008 - 05:55:46

Kias said:

I just wrapped up a 'one week' training game with 2 players, getting my skeptical friends hyped one at a time, and the mechanics worked just fine. It makes it a little easier to blow an entire turn to dump bad baggage on someone's plot and feel like you got your AP-worth, and less cards end up in play, but it can still be played through and be fun with just two, it is just  more about playing for fun as opposed to playing for a win.

 

That said, it is clearly meant to be played with more, adding entirely new depths of complexity, strategy, and general awesomeness with each player that joins the mix.

Well here is my situation.  When I do manage to play with a bigger group, we play to win and so forth.  When I play with my girlfriend, which is much more often, we play to try new things and experiment.  Neither of us would approach the game as a victory point engine when its just the two of us.  For us it would be about creating our own stories and seeing what unfolds.  With that in mind, after your experience do you think our approach to the game would work better than if we were trying to play to win?  

Also thank you for your response, you gave me some hope for this game.

 

 

Without signature

Reply #20 | Published on 21 December 2008 - 14:23:06

Zadok13 said:

  When I play with my girlfriend, which is much more often, we play to try new things and experiment.  Neither of us would approach the game as a victory point engine when its just the two of us.  For us it would be about creating our own stories and seeing what unfolds.  With that in mind, after your experience do you think our approach to the game would work better than if we were trying to play to win?  

 

 

It sounds like Android will work just fine for your approach with your girlfriend. As you play, at least from what I can forsee based on my limited experience, the biggest challenge of two player would be certain situations/abilities (i.e. looking at evidence to find someone's hunch or placing hit tokens, etc.) that would make the game semi-unbalanced. When playing for fun, these situations are easy to avoid and will give you a better idea of the big picture when you do get lucky enough to get a big group together (I am still piecing together reliable board gamers in my neck of the woods, so I understand how much of a challenge this can be without a pre-established group).

It is only by learning from the mistakes we have made in the past that allow us to truly improve the quality of mistakes we make in the future.

 

Reply #21 | Published on 26 December 2008 - 04:15:22
8
4

Kratos38 said:

Hi there,

The game is just available in France.

Has anybody finally played it in a 2 players mode? (and if yes, with what variant?)

Just saw also a reference to Battlestar Galactica in a 3 players mode : thought it was a normal mode, isn't it?

 

Hello !

you talk about France, are you french ? because i am, i bought Android few days ago and try it this sunday

:o)

Reply #22 | Published on 26 December 2008 - 15:39:05
5
0

Something I wondered while thinking about Android. I think a lot of the problem with two players would come from the fact that there are only two detectives, only three suspects, a limited amount of evidence, etc. Something one could try was to give each players TWO detectives., and forbid them from playing dark cards on 'your other' detective.

Without signature

Reply #23 | Published on 27 December 2008 - 02:16:36

 No, the problems for a two-player-game definitley stem from the competitive nature of the game. Your proposed variant will not work either, because it constructs a team game in which the aforementioned competition is reduced again.

"Your are the CAG! You say Good Hunting not Good Luck" - Starbuck to Apollo

Reply #24 | Published on 27 December 2008 - 23:57:41

Seems that the common balacing issue on the "Geek" was the 3 suspects in the game.  It needs a minimum of 4 suspects so that you can spread the love around so to speak.  I just ordered this after reading a few 2 player reviews (not that I can't get 4 players) and think I will play with 4 suspects minimum when playing,

Without signature

Reply #25 | Published on 28 December 2008 - 16:14:15

One idea I have been toying around with, in regards to a 2 player game, is changing the whole suspect/hunch mechanic.  That is, trying to turn the game a little bit into clue.  This deviates from the rules, and is just for the 2 player game.  Please give me any thoughts or comments.

  Setup Deviation:  Select the standard three suspects for a two player game.  Take their corresponding innocent cards, shuffle, and give one to each player.  Place the third under the game board.  The card beneath the board is the actual murderer.  No guilty hunches are dealt, and guilty hunches are out of the game.  Each player will require, in addition to components within the game, a small slip of paper and something to write with.

  Gameplay Deviation: Gameplay is as normal.  Add, however, one additional action to the Daytime chart:   Guess the Murderer: This must be the first daytime action taken on a player's turn.  Spend all time of your time.  Secretly write whom you believe is the guilty suspect on your piece of paper.  Fold it so that no one can see what has been written.  Now, if you took this action within days 1-7 (first week), write "1" or "1st" or "First" or something like that on top of the paper.  If you took this action within days 8-14 (second week), write "2" or something to that nature on top.  Then place the paper under your character card (or on top, the purpose is so that players know who's paper is who's).  Since all time is spent, this player's turn is now over.   NOTE: Each player may only take this action once per game.

     At the end of the game, the suspects' guilt is determined using normal rules.  NOTE: The actually guilty suspect may not necessarily be the one that is determined guilty by the courts at the end of the game.  See Scoring Variation

  Why?: Note that unlike in the full game, in this 2 player version, only one suspect is actually guilty.  Each player holds one innocent card, which proves that suspect's innocence.  However, they do not know the other player's card, which leaves two possibly suspects.  Players will place evidence as they see fit on suspects trying to make their suspect innocent, and another suspect guilty.  Hopefully, the suspect that is declared guilty at the end of the game will match what you have written.  Furthermore, he/she/it will hopefully match the actual guilty party.  It will be up to the players to try and strategically place evidence so that their suspect comes off innocent, without making it obvious which suspect they have been dealt.

  Scoring Variation: At the end of the game, determine the suspects normally.  This will leave the players with one suspect who has been found guilty by the courts.  Score as normal, ignoring the "guilty hunch" scoring, since there are none.  Players reveal their innocent hunches, and if their innocent hunch corresponds to one of the two innocent suspects, they get their 5 VP.  Score all conspiracy puzzle bonuses as normal.  In addition to the normal scoring, add in the following:

  1) Reach under the board and reveal the actually guilty suspect.  Check to see if the card matches the suspect who was found guilty by the courts.  Players then open their pieces of paper, revealing the name of whom they thought was guilty.  Score as following:

    If the name on the player's paper matches the suspect whom was found guilty by the courts, +5 VP

    If the name on the player's paper matches the suspect card that was below the game board (the actual guilty suspect), +10 VP

   The Order of Sol on the conspiracy puzzle has a new function.  Rather than giving two points to guilty hunches, each link to the conspiracy now adds +2 VP to any player whose name on their paper matches the party whom was found guilty by the courts.

   If the name on the player's paper matches the suspect whom was found guilty by the courts, and the back of the paper has a "1", +3 VP

   In this way, if a player guesses the correct guilty suspect, and that suspect is also found guilty by the courts, he/she/it receives the full +15, plus whatever links the Order of Sol has to the conspiracy.   Players are also rewarded with an extra 3 VP if they make the correct guess in the first week rather than the second.  Obsessions are not scored in this variant.

                   Player with the most points wins as usual.

Possible variations to the variation.   1) I contemplated making writing down your guess 4 time rather than all time.    2) Contemplated switching the +5 and +10 above, placing more emphasis on proving someone of your choice guilty rather than finding the real guilty party.

 

   I would highly appreciate any thoughts or comments.  Does this seem good for two players?   Or, if it was tweaked a little, could it make a good variant for more players?

I'm NOT a cylon!

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