Participants: Jon, David K, Nadine, Gili, Elad, Daniel, Aaron
Back at my place after several weeks at Nadine’s.
Magic: The Gathering
There were no more than one or two creatures of power 4. We had to rely on our boosting cards. I played BWG, while David played RU. Both of us had reasonable mana, although David was a bit shy in the first game. I played with only 15 mana (5 each) and had no problems. But I still went down. In both cases, we had a standoff on the ground, while David’s fliers and unblockables were stronger.
Jon 75, Nadine 52, David 48
First play for David, third for me. While I already have a number of suggestions on how to change this to make it better (for my group), we played this (nearly) straight so that David could get an idea of the official game rules. This game is one that substitutes calculation for actual decision making, at least in part, which is a hacky game design technique. There are too many random elements artificially conspiring to make what you want to do difficult, so you have to plan every round, sometimes two, from the start of the round. Despite this, the choices (once you get past the calculations) are good, and the calamities that affect you are not annoying enough to actually wreck the game play.
The only change I insisted on was rolling the dice before choosing cards, which is a straightforward improvement. David had some initial confusion and irritation, but ended up liking the game. Nadine took the first bonus with canals. I played a person who kicked everyone else back on the cathedral track, which gave me the bonus for that. Then I pulled ahead of David one round to get the personality bonus (and then I fell back and let him get it). Both of them had better luck than me with the colors of cards they picked, and both of them had people out that gave then bonus actions.
I then pulled a seemingly overpowered card that gave me 2 points for each canal track, once per round (with a blue worker). With a little better luck with my card draws, I gained 2, then 4, then 8, then 12 points each round using this card. The canals I built also gave me the 3 point canal bonus, the 6 point monument, and my last personal bonus (canals).
I need to check how many other overpowered cards there are. That one is a doozy.
I think my change to the game is going to be like this: 1) I will create a Magic: The Gathering like color wheel. You will then be able to buy a neighboring color for $1, or an opposing color for $2, whenever you pay a card. 2) Some way to gain a few extra $, such as $1 income for each 3 or 4 rolled on the dice.
Aaron, Gili, Elad, Daniel
I don’t know what happened here.
Jon++, David, Nadine, Daniel, Aaron, Elad
First plays for Daniel and Elad. The first game gave us +1 point for every card we played, which made smaller cards even more powerful. The second game saw us losing money down to the nearest $5 (when over $5), which slowed the game down. I think the low valued cards are still slightly overpowered, which is a slight flaw. However, the game is still great. Strange how my group seems to like it more than most others.
Jon/Aaron 1020, David/Nadine 980
David and Nadine pulled ahead with a series of early Tichus, and it was looking bad for us. We were down something like 940 to 360. I then bid and made a Grand Tichu, with us collecting 100 points from tricks. Then we won 75 trick points to their 25. And then I bid and made another Grand Tichu and 85 trick points. A classic Tichu underdog victory.