I have been "tweaking" my house rules for Kill Doctor Lucky for some time, in fact even before I owned the game. I have some new additions to my ongoing tweaking.
The original rules for Kill Doctor Lucky are very very good, but I simply realize that accomodation needs to be made for speed of understanding with new players AND for adjustments needed due to player numbers.
That was the original games' rules' short-coming: too few rules variations for larger numbers of players.
A game that can easily accomodate 7 players is a prize, and for good reason. It is difficult to manage a game with that many players that keeps everyone's interest. The original game designers did very well in that regard.
Specifically, allowing a "witness" to "see" through up to six rooms in a row makes the game last forever, unless players become extra crafty. Experienced players would possibly prefer the original rules, but even then I think my ideas have merit.
The game goes endlessly unless accomodations are made for large groups of players, but also for small groups. Each set needs their own rules variants.
So, I have begun to think of this, and my earlier experiments were actually too cautious.
Thus (besides my "free swipe" rules variation):
For 2 or 3 players, standard rules apply (unlimited sight-lines within doorways).
For 4 or 5 players, "witnesses" only see up to two rooms away
For 6 or 7 players, "witnesses" only see one room away, i.e. only rooms adjacent
My "pissed off" token explanation worked very well. Everyone "got it" rather easily. A character gets more and more pissed off each time they fail.
And my idea for the Good Doctor winning at the end on the draw stack was a nice twist, which timed the game, also. It releived anyone who wondered.
This time I tried to add a possibile free card draw to the "free swipe" action, triggered by Doctor Lucky moving into a player's room, but that was too confusing in this game. I have reconsidered the card draw, and revert again to merely a "free swipe at the old man". The original rules' "free turn" interrupting regular turn order took confusion a degree past my free draw experiment, so it was worth a try.
This whole blog is partially (if not wholly) for my benefit, and as a journal of my "tweaks" to the game.
http://boardgamegeek.com/boardgame/257/kill-doctor-lucky
Tuesday, October 25, 2011
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