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1500 Gold was our attempt to design a race game which was more than just rolling dice to see who moved the farthest round the track. It involves 'training ' the athletes via an initial section of the game that allows various 'tactics' cards to be gained in a relatively lighthearted fashion before moving onto the race itself. The tactic cards then give certain bonuses to the runners and a fairly fast paced card laying race brings a climax to the game - the 1500 metres Olympic Final! No less.

I still believe this to be a good game that usually gives a competitive race with interaction and good natured tension between the players. However, a lot of game stores felt the theme was not 'their cup of tea' and it reached a limited market. There were undoubtably a few elements of the game that could slow it down sometimes and so accordingly, for those few, that happy band of men (and women) who possess a copy of 1500 Gold here are the modifications:

1500Gold: Modifications to the Basic game.

What follows refers to sections in the original rule booklet :

B.1 Setting up Addition: 5) Ensure that there is always one Tactic card face-up on the discard pile. Whenever the discard pile becomes empty turn the top Tactic card face-up.

B.3 The training sequence Change: In each turn a player must - Roll one dice- Move any one of their pawns that number of squares To: In each turn a player must - Roll two dice. If a double is rolled the player must move one of their pawns one square - Otherwise the two dice are added together and the player moves one of their pawns that number of squares.

C The qualifying races

C.3 The objective Change: NOTE! Once a runner has used a particular Tactic card it must be discarded. To: Any Tactic card used in the Quarter-final may not be used again in the Semi-final. Place all cards used by a runner in the Quarter-final beneath the appropriate Running Card. Any remaining unused Tactic cards may then be played in the Semi-final (including any card awarded for winning a Quarter-final).

D.1 Preparation (for the Final) Choosing a runner: Change: Only the pawn and Tactic cards of that runner are used; the pawns and cards of all other runners are discarded. To: Collect all Tactic cards belonging to that runner back into the hand. The pawns and cards of all other runners are discarded. However, a player may draw one extra Tactic card for each runner that they have had to discard, ie: if a player gets three runners into the Final - draw two extra Tactic cards if a player gets two runners into the Final - draw one extra Tactic card otherwise - draw no extra Tactic cards.

DESIGN NOTES:

1. No modification is required to any of the game components, and nor is any element of the game made redundant.

2.The Training section of the game plays much more quickly.

3. There are always plenty of cards in the Tactic card deck.

4. Tactic cards acquired during Training will remain with that runner should he qualify for the Final. In other words, the actual tactics on the cards now have long-term significance.

5. Players benefit from getting more than one runner into the Final.

6. Runners will tend to reach the Final with more cards and with a greater variety of tactics available to them.

7. The fact that there are more Tactic cards in the Final means that there is more decision-making, that the race is run at a faster pace, that the higher value Running cards are played more frequently and that the Final as a consequence plays more quickly.


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