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Tips & Strategies (10)
Tips & Strategies (10)
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This game is great fun but also died with my group before its prime. The game play is, so-so, but a great game. Everyone would have scored it well above most Hasbro has to offer, but with so many great games out there that doesnt say much. What saved the game for my group was making it mandatory to read out the texts on the failure cards. It seems odd at first if your group isnt too keen on story telling but as the game goes on and each murder attempt is foiled with more and more failures those little bits of flavor text start to tell a hilarious story. I mean your sneaking up behind a feeble old man with gun in your hand, and then you remember you left the oven on, and what is that dang song, and you start to come off as the worlds most incompetent killers. As the murders take more and more failures to stop it gets even funnier. We have gotten to the point we know most the card values purly by the flavor text. Its great fun now, and gets requested all the time.
Last summer we used this game at a “Board Game Camp” and taught it to children as young as 6 years old by removing the mechanic that can keep a player’s turn going when it would otherwise be over. The rule we removed stated that if after your turn ends Doctor Lucky is moved into the room you occupy you get to move again. It is very easy to abuse this rule and have one player’s turn extended far longer than it should be which frustrated the younger kids.
The biggest complaint I’ve seen about Kill Doctor Lucky is that it can drag on forever. This was especially true right after it was released, but the inclusion of spite tokens helps and eventually you do run out of failure cards.
If you find that the game is still too long, it might help if you modify the deck before starting by reducing the number of failure cards. Also, I think adding a second free move would make things less tedious too.
Sometimes you end up with a weapon that works really well in a particular room, but have no way of instantaneously appearing in said room. Hold on to it until a bunch of failure cards are spent.
When the time is right but you don’t have a room card, stay in a hallway within moving distance. Better yet, stay in a nearby room that doesn’t have line of sight into the room that corresponds to your weapon. If you move into a room and don’t move for a while, someone is going to catch on and try to prevent you from making a murder attempt there. Keep them guessing what your move is, and they might mess up when they try to get in your way.
All the failure cards have flavour text, so make it mandatory as a house rule to read it aloud every time one plays it in attempt to prevent murder. The texts are rather amusing, and it would make the play less dry.
When it is your turn to foil a murder attempt, don’t play all of your possible failure cards to stop it (unless, of course, you are the LAST player to be able to!).
By conserving your own cards, you put pressure on opponents to use theirs, thus weakening their hands and increasing the odds of YOUR murder attempt succeeding.
There is some risk in this plan, but it is a great way to manipulate the variance of uneven failure card distribution.
This games is about being the right place at the right time with the right cards.
Dr. Lucky moves along a set path and when he ends up in a room containing a player, that player takes the next turn. If you plan things right you can “lead him around” several rooms and get several turns in a row. This will let you pick up cards and hopefully land a killing blow.
Keep in mind that this strategy works best if you can lead him through multiple Named Rooms.
To change up the game a little bit, why not try playing with random starting locations. Dr. Lucky will start as normal, but the players will all begin in a random room. Shuffle the room cards, then draw for each player. This is the room they will start in. Continue the game as normal.
This adds in a little extra to the beginning of the game. Someone may get lucky and have they Dr. come right to them with no one looking. That is part of the fun.
Don’t trust the turn sequence in this game; especially in a large game, Dr. Lucky’s movement can cause the turn order to jump around erratically. If you’re not careful, it may be a very long time before you get another turn!
All else being equal, try to end your turn in a numbered room. That way, you’ll at least get a turn when Dr. Lucky arrives in that room (well, almost always). Think of it as a safety mechanism, to make sure the game doesn’t pass you by.
Even though you CAN play this game with up to 8, should you really? The answer is no. The more players, the harder it is to kill the doctor, which is good up to a point. Eventually it just gets very frustrating because it makes the game drag on forever and dominate the entire evening. Although there are technically 8 board pieces, it is a good idea to limit your players to 6. 5 is even more ideal.