![]() ![]() ![]() However, this begs the question, is a random setup a better experience? And with this provocative question, I wanted to open the floor up to the idea that many rulesets for a player's first game could be the best way to play the game. All the knowledge they gained from their first time will enable them to make informed decisions when the random setup comes into play on their next game. These pros are based on protecting the player from their lack of understanding of the game mechanics initially, allowing them to have a better first-time experience and then to use that experience. It removes imbalances in numbered tokens which could cause players to feel cheated once they realize which numbered tokens are more like to come up.It removes imbalances in the terrain, which cannot be reliably counteracted by player choices in starting location due to lack of knowledge.It eliminates choices that the players have to make at the start of the game, of which they do not know enough to make an informed decision. ![]() Here are the direct pros of these measures of balancing: Now let's talk about all the benefits of this system. Juxtaposed to this random allocation, at the back of the rulebook, it lays out exactly how the terrain and numbered tokens should be placed and exactly where the player's settlements should be for their first game. On top of that, then the players take turns in an ABBA system to place down their starting settlements (how you gain resources). In a regular game, the setup works by randomly placing terrain tiles (resources), followed by randomly and alphabetically placing numbered tokens on the terrain tiles (this rule choice is entirely down to the player). With Catan, as stated, it has a unique setup for your first game. However, with Catan, the differing rules are entirely in the setup, so I wanted to discuss the pros and cons of this idea in-depth to see what we can discover. There are loads of examples of rule changes out there, and they all change the first game for the player in different ways. Another example is Marvel Villainous, where you play without event cards in your first couple of games. I've seen this in a few games Gloomhaven Jaws of the Lion is probably the best example of how to do it perfectly and seamlessly, like a video game almost. Now, on the surface, the idea of different rules when teaching a game can seem quite odd it's like teaching someone how to play tennis without a net or racket (this might be a legit teaching method, but it's the best example I could come up with off the top of my head). The issue of that case study is unique rules for the first time playing a game. Despite that tangent, I want to talk about more than just Catan, though my case study on the subject will be surrounding Catan. ![]()
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