Dice Addict

Friday, March 16, 2007

Report on Proposed Rule Adjustments

I proposed a couple rule tweaks a couple posts ago. I've tested them in solo play, but I think the thinking is valid.

The 3-player game:
Having the troubleshooting player's nemesis draw 2 villan cards worked really well I thought to keep a good number of villan cards ready for any challenge. I wasn't sure about the number of headlines in play. I definitely think the number should be reduced from the game recommended 6, but wether 4 or 5 is the right answer, I'm not sure. I played both, but I think that certain scenarios may make the number appear different.

The 2-player game:
First, the good news. I think having only 3 headlines on the board at once worked well. With villan cards, I don't know. Sometimes it seemed that drawing 3 was too many. Sometimes drawing 2 seemed like not enough. I think I'd err on the side of drawing 3. Nothing so boring as an easy challenge.

However, I re-discovered / remembered a more difficult problem with the two player game: the story track really does not work in the two player game. The problem is that its too easy to end up with a story track that does not have any plot cards that match a team in the game. That makes story actions essentially, the chance to draw 1 resource card. With all the other options out there to do, I feel like that option is reserved for when you really have nothing to do. I'd often rather bring a hero back to the ready position so I can get an extra plot point next turn and have more options for positioning next turn then have 1 resource card.

In summary, I don't like the two player game. The 3 and 4 player games, however, I enjoy.

But, there's more. I also found one annoying thing about the scenarios. There are a series of scenarios that bring a super-headline into play near the end of the game, triggered usually by a certain point total. With the game ending at the end of the same round, this scenario goes almost always unused.

The problem is that, if I'm in a position to trigger the pt total I'm, by definition, winning. If that's the case, it does not help my cause to put a big victory point opportunity on the board. However, if I wait and deliver my coup de grace the end of turn 4 or during turn 5, then I don't have to worry about it, because people have to move to the headline and then trouble shoot it requiring at least 2 turns AFTER the point total has been reached to act on the headline.

I'd toy with the idea of allowing 2 bonus turns after the end of a round in this scenario. But the only actions that can be taken would be to move a hero to the super-headline or to troubleshoot that headline.

I did that once in testing. But have no real conclusions from the experiment. Most of these headlines are pretty tough and schemable and you can't have a supporting hero, so if you have to troubleshoot with only 1 hero its a long shot at best. You might even want to go with 3 bonus turns. Or maybe a whole bonus round but with that headline being the only one on the table.

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