diamant wrote:Si j'ai bien compris, ce sont 3 mini extensions qui viennent d'être implémentées. Même sans les avoir expérimentées, je me demande s'il n'y aurait pas avantage à pouvoir les sélectionner chacune individuellement afin de multiplier les possibilités de jeu.
[I hope you don't mind my responding in English.]
I don't see that selecting these individually would add a lot. If you select all of them, of course you have the largest possible variety in set ups already. And the setup is determined at the beginning of the game. The situation that you find yourself in only depends on what has actually been selected and not on what could (not) be selected. So the only reason you would exclude specific tiles would be because you think that they would somehow break the game or provide an unfair advantage. I think that none of these tiles have a bad effect on game play, and unless the start player is predetermined or something like that, I do not see how anything would be really unfair. And I would personally prefer to avoid discussion of which tiles to include or not, because I think that is rather a waste of time.
The effects I see are the following:
* Temple scoring tile: I think the temple scoring itself rarely influences the game much. The money bonus can be relevant, esp. in combination with other bonuses. But overall, I think this is just a slight variation.
* Shipping VP tile: This can add a substantial boost to mermaids in some games. Of course, then they need to have getting a lot of shipping in their strategy. So they usually cannot also both upgrade their digging and compete heavily on the cults. Secondly, having both shipping tiles in the game can be a drawback for the factions without shipping (dwarves, fakirs).
* Four more town tiles: removes (some of) the "race to get a town tile that is left at all" element in 4-5 player games where each player builds 2-3 towns. If you like the race, of course you can omit the expansion. (I think it does not really fit with the overall feel of the game, but YMMV. )
* 11 points tile: I feel this mostly adds a tile. Usually, any of the original ones is worth about 11 points also. So I would mostly see this as a "extra" tile for the end of the game if there are many towns. (Reinvesting resources is usually better earlier.)
* 4 points tile (+ship/+range). I think this provides a "fix" to the original balance for fakirs and giants. For fakirs, building the stronghold is often prohibitively expensive--founding a town should usually fit into what they would want to be doing anyway. For red (giants/chaos mag) early shipping is often crucial, so it makes things more flexible there.
* 2 points tile (+2 on all cults). Some people seem to dislike this tile because it would be too strong. I actually hardly ever take it, and don't see it taken that much. But of course, it can be a very important part of an "early cults/pick up many cult bonuses" strategy.
(FTR, I have usually played F2F OTB, and almost always with the mini-expansions.)