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by pmjordan 6286 days ago
Does it reduce the luck element a little? We have the base game and the Seafarers expansion, and we got a little bored with it. The key seems to be picking the right starting positions, the rest is mostly plain luck. (and relentless trading of resources)

I think they redesigned the game recently, so it's possible the new version of the expansions won't work with our original edition anyway.

These days, we're mostly into Puerto Rico, Ticket to Ride (various editions), Carcassonne (also somewhat luck-based), Power Grid/Funkenschlag and Agricola.

1 comments

Seafarers just makes the game bigger. Cities & Knights makes it more complex (as well as making it bigger).
But does it add more depth of strategy/tactics? Complex rules don't mean it's not still primarily luck.
I've played Cities and Knights, and I like it a lot better. The progress cards let you affect trade, other players, or speed development, and offer some additional strategy. The aqueduct ability (#3, paper) even minimizes the effect of a dice-induced resource shortage. The constant threat of barbarian invasion always results in a race for knights, and the accompanying strategies of trying to one-up the other guy.
C&K basically gives players more ways to affect the game's outcome through actual decisions (more of which are sorely needed). I haven't played it myself so I can't say how effective they are, but it's a step.