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					Originally Posted by  konming
					 
				 
				
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					Originally Posted by  Loren
					 
				 
				
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					Originally Posted by  chrispedersen
					 
				 
				Not true honey.  Losing a lab first turn, with an imprisoned pretender, and no mage build is a disaster, especially for nations that *have* to build commanders that require the lab. 
 
I really think that some events should not occur in the first 3 turns.  Sure, I realize that people take bad luck - but... you go to a lot of effort to setup a game - and then someone drops due to getting truly horrendous random events in the first turn. 
 
There are just 5-6 events that shouldn't happen in the first year. 
			
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 I think what's needed is most bad events shouldn't be able to happen in the capital, period.  
			
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 Misfortune is already good for points, basically every guide you read out there points to misfortune. I do not see how removing one thing misfortune can possibly harm will help balance the game, or do anything else useful.  
			
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 The problem is that as it stands it's a big risk-taking.  Maybe you get knocked out by a bad event early, if not you gain from having the points.  You get imbalanced games when a player is taken out.  The player who loses the gamble doesn't lose much because they quickly see they are dead, the player who wins the gamble has a better chance of winning.
I believe this sort of thing is harmful to the game.  Remove bad events from the capital but make luck/misfortune have more of an effect elsewhere--perhaps raise the maximum number of events per turn, add some nastier events--Bogus II, just like the original except every turn he attacks what he thinks is the weakest adjacent province.