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Winning in the game of life
Winning in the game of life












winning in the game of life

Some favours are universal, but a good number of favours are strictly contextual, you enjoy them because of what you have made of yourself, who you have in your life/circles, or where you belong.Ī Leicester winning the EPL may take another year in the hundreds. Talking about luck, the same way systems and officiating can help a team to win through favourable seeding or errors on the part of the officials, is the same way individuals enjoy luck by virtue of who they are or where they belong. The same way an individual that is so disposed – who reflects, (re)learns, re-aims and re-fires - will record life or career success proportionate to his/her discipline and, of course, luck. A team that learns from its setbacks - be it a draw or a loss - and adopts corrective measures to win in subsequent encounters is the team that will emerge successful at the end of the season. That is why it is very important to be strategic, deliberate and consistent in the game of life - be it career, business, family, ministry et cetera. It is important to reduce the number of our slips and errors rather than accumulate them, because a team that records more draws and losses than wins will eventually be relegated at the end of a season, the same way a life or career that accumulates slips and mistakes will eventually be relegated to the base level of nonentities in other words, be tagged a failure. The points dropped in draws are little slips we make on a regular basis whilst the points dropped in losses are the major mistakes we make in our decisions, choices and actions. The same way we cannot live out a lifetime without dropping the balls, irrespective of how skilled, pious or strong we may be as a person. Once they get old enough you kick the little bastards out and they start on the board, generating monies and investments for you.Īlso add midlife crises, AIDS, gay marriage, etc… Because fun.Dropping points in a season are inevitable, no matter how good a team may be. In the theme of Agricola, kids can be used as resource generators. Some of the good and bad things on the board would have to affect these counts. The more money you generate, the more stress tokens you get, the more pointlessly nice crap you do, the more health tokens you get. Somebody posed the idea of making professions more like character cards from Arkham Horror, where you can use sliders to affect movement, resource generation, and the like.Įverybody gets stress and health tokens, worth negative or positive points at the end of the game. Players generate money and thusly points by investing, either in the spinner (or die rolls since the spinner is shite), buying houses, maybe chunks of the board?ĭo away with those stupid “Life” tiles. Anybody have ideas on mixing up the rules to add strategy and/or hilarity? I'm not opposed to buying blank cards or dice or completely messing up the board.ĮDIT So some ideas (sadly not from Reddit):įirst off, ya gotta do away with arbitrary money production. You basically spend the entire game making zero decisions and either stumble into a win or not. Hasbro's Game of Life is mind deadening to play.














Winning in the game of life