Dr_Mabuse wrote:
Any other tips would be most appreciated.
Here's some generic stuff that's worked for us:
1. Have everyone grab the PDF of the rulebook. I'll post a link if you can't find it.
2. Decide on your dispute-resolution system. Will an admin decide? Will it be a vote of the other players? Something else? Because you
will have disputes.
3. Have everyone agree to a reasonable time frame to make a move or pass. We made the mistake of not doing this in our first game, and it was the
first topic of discussion before we stared our second game. "Reasonable" will be different for every group, but have everyone sign off on whatever you decide.
4. Try to have one pre-game meeting, via IM. Just get as many players as possible onto an IM service and let everyone hash out any questions, concerns, etc., for maybe 30 or 45 minutes. Failing that, have someone post one central document with the rules you're using, the time limits, everyone's email address (if you're doing PBEM), the dispute-resolution process, etc.
5. Be careful with alliances. We've done everything from no-alliance games (actually kind of fun) all the way up to the by-the-letter rules of "anything goes." In my opinion, alliances in non-FTF games become unwieldy right around the three-player mark. I've personally had the most fun when we've limited alliances to two factions only (although I did take part in a memorable three-player win once). Much like bidding, alliances can be a time-sink as they grow.