@SSPanzer:
Hey everyone, I was wondering if you guys could give me some feedback about how to shorten A&AP1940 up a bit. I absolutely love the game as is, but practically speaking, it just takes too long, and I am looking to expand my play group some, so i need to shorten it up to draw in new players.
One idea i have is to require that Japan only need to capture 5 victory cities. Now I realize i will have to add a few more units to the board at the beginning of the game so that they simply cant win the game during their first turn. That is where i am needing some input. How many pieces should i add and where?
My goal here is to create a game where Japan basically has to win in 4-6 turns or it is over, b/c by then the allies should have the momentum. Maybe they develop the nuke or something, i dunno, but i am open to suggestions.
*Note: Moderators please do not move to house rules section
I personally do not have any direct ideas. Have you thought about using the “mid-game tracking” sheet on BBG.
http://www.boardgamegeek.com/filepage/50674/aap40-mid-game-recording-sheet
I have not actually looked at it. I have a Sultan game table so I can keep my game in “mid-game” indefinitely. Only sucks if you want to play with another person. (Might have to get a second copy for this reason and solve my tac bomber issue this way.)
Personally I would think it would be very hard to shorten it with out messing the game play. After all in most of my games it has been up in the air on who is winning in the 4 - 6 turn your talking about shorting it to. Even 7 to 8 turns it might be hard to call it.
It might be easier to take away pieces from both sides rather than add to shorten it up. You could always have a “timed” turn like in chess or some GM/DM in RPG’s so people are not spending 10 minutes deciding what they are going to do.
Beyond that hope you have fun and find some players who will stick it out playing it. After all its only going to get longer when 1940 Europe comes out. :-D
Sean