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Tips & Strategies (9)
Tips & Strategies (9)
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Android players often devote the bulk of their turns toward proving their guilty hunch correct. Sure, this can net you an excellent amount of victory points, but sometimes it’s best to devote your time elsewhere.
Here are a few reasons why:
-While there’s a way to give bonuses to the guilty hunches through the conspiracy puzzle, it’s not too hard to work the puzzle to make getting this bonus impossible. Clever players will cut this bonus off quickly.
-There are several story event cards that penalize the hunches. If these come up, they can make your hard work for naught.
-Hits. The more you focus on your hunch, the more someone else might focus on trying to kill that suspect.
The guilty hunch is a viable and good option, but not the only one. Go for it if it comes up, but be careful — if you dive into this strategy without caution, you might lose as a result.
Playing with two players might not be completely balanced, but the game will still play fine. (You can even play solo, but we’ll save that for a different day.)
You’ll have to tweak how things run a bit, though. Here are a few things you can do to make it work:
1) Put four suspects out (like you would for a three-player game); if you were to use the standard (# of players + 1) rule, it’d be fairly easy to figure out who is going for what suspect.
2) Seed the suspects with a random pieces of evidence (one per type on each suspect). This will help keep some mystery, and add a small element of randomness.
3) I also think using the optional rules in the FAQ on the FFG Android support page can help, specifically the “Stronger Getting a Jump” rule. With this variant, whoever decides to get the jump at the murder scene can CHOOSE who is the first player. This can be really useful in a two-player game! (Sometimes you want to go last!)
If you want to put the other players on the defensive, don’t hesitate to use hits to get rid of suspects. Even if you don’t kill the suspect in particular, you can make other players worry and shift their focus elsewhere (away from cards, the conspiracy puzzle, and so on).
So a relative and I tried something different.
We used a master clock marked with detective tokens to try a simultaneous activation format.
I made a makeshift timetable numbered 0-8 with a master time token. We used extra detective tokens to track the time in the day.
At time zero, players announce in player order what the are doing, then move their detective token up their master clock by that amount.
The active player then announces “1” and any detective’s marker at the time announced declares and takes another action.
This made for more of an integrated turn sequence that felt a little more lively and definitely addresses the downtime issues.
There are some drawbacks though, because it does feel a little more furious and if you don’t have a moderator clearly stating the making sure players are paying attention, then players can tend to miss opportunities to play dark cards and such.
Also, when two players wish to enter the same location, the current active player gets priority.
Since the game has hundreds of tokens, cards, sheets etc. I have found that storing the necessary tokens in small sauce bowls with cups really speeds up the setup which in this game can be quite time consuming. Also I keep the cards ( light-dark, story and character tokens) in separate ziploc bags sorted by the character that uses them.
Try it only with no more than 3 players , it take too long.
But I do want to play it again. So why a tip? Because after our first play I can tell you that this is a game you experience more than play. There are lots of fiddly rules and pieces to move about and game mechanics to manage, but really, you have to go into this game like you are role-playing a character and go from there. With the right expectation I can see this being a fun experience. I want to try it again.
If you want to introduce new players to the game you should convince them to read the rulebook before playing. This way you avoid a very long and propably fruitless explaining of rules + you get them to immerse themselves in the world of Android since the rulebook does a pretty good job on this (thus they enjoy the game more).
If you pass the 4th and 10th round the playing time comes to a normal period(2-3 hours)and makes the game more interesting and not so tiring!