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- 7449Sentinels of the Multiverse
- 3041Dominion
- 045Fluxx
- 10009Operation: Maccabee
- 52687 Wonders
- 1021LOTR: The Fellowship of the Ring Deck-Building Game
- 2561Magic: The Gathering
- 1548The Resistance: 3rd Edition
- 214Love Letter
- 1830King of Tokyo
- (updated once every hour)
- (134) Dominion
- (115) 7 Wonders
- (92) Pandemic
- (90) Carcassonne
- (89) The Settlers of Catan
- (83) Ticket to Ride
- (73) Arkham Horror
- (70) Munchkin
- (65) Small World
- (64) Agricola
- (# of user reviews, updated every 12 hours)
- 1650 Caylus
- 1126 Operation: Maccabee
- 572 7 Wonders
- 228 Sentinels of the Multiverse
- 210 Kingdom Builder
- 189 The Resistance: 3rd Edition
- 180 Dominion
- 180 Alien Frontiers
- 177 Magic: The Gathering
- 156 Arkham Horror
- (# of hearts given, updated every hour)
- 416 Magic: The Gathering
- 331 7 Wonders
- 237 Sentinels of the Multiverse
- 180 Fluxx
- 157 DC Comics: Deck-Building Game
- 154 Android: Netrunner
- 150 Mice and Mystics
- 149 Poison
- 140 Arkham Horror
- 130 Axis & Allies 50th Anniversary Edition
- (# of times played, updated every 12 hours)
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In my experience with playing a 4-player Settlers game, one person is always twiddling their thumbs due having nowhere to build because of a crowded board, and spends half the game with nothing to do and almost no way to compete for the win. We now play with the 5-6 player extension for Settlers for 4-player games and haven’t had that happen since. It does make things a bit easier, but hey… shouldn’t it be fun for everyone!
Instead of going through the special building phase as written in the rules at the end of every turn, my gaming group does a quick poll around the table. If nobody wants to build anything, play proceeds to the next person. If one or more people want to build they do so more or less simultaneously, then the next turn begins. This simple modification to the written rules allows us to take advantage of the special building phase without having it bog down our playtime overly much.
The more or less simultaneous build time is facilitated by the fact that we always have one player acting as banker to manage the various and sundry resource cards. I don’t know how well it would work if everybody was getting things out on their own.
In our house, we’ve dropped the build after every turn rule and play the game the same way as the 4 player game. Late game when production levels are through the roof, the robber and the knights hit harder, true, but! if you’re local neighborhood watch does it’s job and you get around the table unscathed… you have the opportunity for huge plays! This rule may not be for everyone, but everyone at bobb33z3r’s home has enjoyed it. Give it a try and see how you like it.
I read that many people feel the extra building round increases playing time considerably. In my experience this can be prevented by giving one person the responsibility of checking if anyone wants to build. The building round doesn’t take much longer than 1 to 2 minutes this way and play continues smoothly.
Many board games suffer from people waiting on somebody to do something, while that person doesn’t know he or she is expected to do something. By creating a ‘building round supervisor’ this problem does not crop up during the extra building round.