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18EU Minor Powers Variant #6929
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For a 2-player game, one optional suggestion – not mentioned in these rules as originally posted – is to apply the changes specified below for a 4-player game so each player receives the same number of Minor Companies. With 6 players, even distribution can be achieved by using 12 Minor Companies, leaving those not selected out of the game. Setup and game play differences Instead of bidding for Minor Companies, players simply take them. Each player takes one Minor Company, then the priority is passed to the left – so the player choosing first in one round has the last choice in the next round. This progression includes the final round of taking Minor Companies and thus determines the priority for the first regular stock round. A company may not improve the same hex twice in one OR, neither by playing a tile and upgrading it, nor by upgrading it twice. Even when using special upgrade powers, green tiles are not available until the first 3-Train has been purchased. This is also true for brown and grey tiles with their respective train purchases. Changes for a 4-player game List of Minor Company Powers Minor #0 (used only in a 4-player game) Minor #1 (power only applies in a 4-player game; otherwise no special power) Minor #2 Minor #3 Minor #4 Minor #5 Minor #6 Minor #7 Minor #8 Minor #9 Minor #10 Minor #11 Minor #12 Minor #13 Minor #14 Minor #15 |
My implementation suggestion is to leave Minor 1 out in a non-4 player game, as it is simpler than shuffling powers around and achieves the same positioning. |
Split from #792
May be worth implementing the Minor Powers Variants as well:
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