More Chaos in the KREMLIN
by Ed Ericson
from THE GENERAL, 29, #6, p 55
Every gaming group has had this particular problem happen at one time or another: You plan all week to play a specific multi-player game, but then, when the appointed day and hour arrives, one or two people never show. Or perhaps someone brings along a friend or two, inevitably novice gamers, and asks if they can join in. Unfortunately, most multi-player games really only balance at a specific number (i.e, BRlTANNIA at four or DIPLOMACY at seven), and so you're stuck. What to do? Playing KREMLIN (and always with the "Revolution" variant in our group) has long been our way out of the jam, especially since we regularly have extra novice players show up. KREMLIN is easy and flexible enough that it balances well at 4-6 (and some of my most interesting games had only three people) and can be picked up quickly by first-timers. Usually, we tell them lo assign their influence points (IPs) randomly -- the strategy a lot of our experienced players use anyway. By turn 2, they're purging with the best.
However, we frequently have more than six people show up to play. One time we had 12 people arrive, half of them novices. Instead of playing teams, we decided to just double the number of allotted players and share the counters. The game proved interesting, but a number of problems quickly became apparent. After some tinkering, we came up with some optional rules to allow us to play KREMLIN with any number of people. Since the changes are each related to a specific problem of playing with extra people, I have presented the rules changes in a problem/solution format.
Problem #1: Should the extra people work as teams or individuals?
Solution: Individuals. Each player will have their own faction, though some will have to share counters. This does not mean that the people sharing counters have to be allies. They are completely separate factions.
Problem #2: Should 10+ markers "lock-out" politicians?
Solution: No. To keep the game from being dominated by the first people to gain control of key politicians, there are no "lock-outs," though factions may have more than ten points on an individual. Control of a statesman is no longer determined by comparing individual IP totals with IPs from other players only being able to break ties. Now all players may add their declared IPs together in teams as long as they can agree on what faction actually gets to control that person for all the actions in that phase. Each faction may change its votes before a later phase, but may not change its votes during a phase (for example, between purges). The faction in control of a statesman does not necessarily have to follow the advice of the others who are supporting him, though he will have to face their wrath later if he chooses to ignore them. Ties mean that politician does nothing and his actions revert to the next in the chain of command.
This rule will have a profound affect on the amount of "politicking" that may go on before each phase. Consequently, you should allow more time than you normally do for factions to decide on their groupings. This rule can be used in the normal system as well, if you want more of a free-for-all than what happens with the "lock-out" rule.
Problem #3: Should each faction receive three cards at the beginning and four cards/IPs on the designated turns?
Solution: No. The greater number of players should also mean less cards being distributed per person. A six-player game will see 18 cards in play at start and 24 extra cards/IPs distribnuted each third phase. Try having the number of cards issued each time come close to these totals. Therefore, if playing with three players, double the number of cards/IPs. If playing with 12 players, halve (rounding up) the number of cards/IPs.
Problem #4: Should the Victory Conditions change?
Solution: Depends. If you're only playing with a couple more people, use the normal rules. However, if you have a lot more people involved (say a minimum of 9), the victory conditions will have to change. One possibility is to receive Victory Points for certain accomplishments. The faction with the highest total at the end wins. For example, the person who controls the Party Chief (if he successfully waves during the Parade Phase) gets three VPs while all other players who are part of the coalition controlling (and only for controlling, not for being part of the faction of) a "non-waving" Party Chief or a top-ranking Politburo member. These numbers are doubled for control at the end of Turn 10. The faction with the highest VP total wins.
That's it! Though most gamers would probably only use these optional rules if they have a couple extra people drop by, we've included them in our regular games as well. So the next time you have eight or nine people wanting to play, simply say "no problem," pull out your copy of KREMLIN, and let the chaos unfold.
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