Hi All,
Love the game, but I'm having trouble coming up with a good reason to get a jump on the case. Can anyone give me a hypothetical on when it would be good to do this?
Thanks
Hi All,
Love the game, but I'm having trouble coming up with a good reason to get a jump on the case. Can anyone give me a hypothetical on when it would be good to do this?
Thanks
sf34r said:
Hi All,
Love the game, but I'm having trouble coming up with a good reason to get a jump on the case. Can anyone give me a hypothetical on when it would be good to do this?
Thanks
Maybe if you are the last player in the round, you are running out of Time, and there is a juicy tidbit on the board everyone wants to which you can't quite get?...
A lesser but not insignificant advantage to being the first player is that it determines Cardplay Priority. Say Ray walks into a nightlife location and two of his opponents want to play dark cards. The way I understand it is that only one is allowed to, and it would be the first player (or closest clockwise).
I probably wouldn't go way out of my way to "get a jump on the case" but would definitely consider it if it's on my way. Especially in the last two rounds when leads are disappearing, it can really hurt to go last.
A number of people have also noticed this, and in some cases, going first can be bad, which means the other players ignore the scene of the crime in order for the player who is first to stay first.
Going first CAN in some cases be good - it CAN be bad. My problem with the scene of crime rule is that it only allows you to take the first player marker, which is not ALWAYS good for you.
One house rule which a number of people are using is allowing a detective who visits the scene of the crime to choose who is the starting player next turn. Simple change, no major effect on the game apart from to give the player who is stuck going first and giving them something they can do about it.