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Invert the Objective of the Q&D


Rather than saying say take 1 draw each ... each pull basically be a 5% chance of disaster. So, more pulls = bad.

Ships is in peril until you get 6 good results. Three players would draw more cards to achieve the same results. (Of course, they have fewer potential wounds to give.)

I like when a secondary objective is available too ... players would push it to achieve that result. Well, we didn't save the ship but we found the missing shoe buckle. (Okay, maybe not.)



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