In between next post
First game
I was fortunate enough to secure the services of 3 others on
the inaugural test drive of “Airlords” Alpha.
The Bad
Too much time spent not doing anything makes for bored
players, also playing late in the evening. I either need to make the turns more
interactive or faster and smoother.
Clearer formatting on the map to establish boundaries, names
and cargo numbers. Give colour to the oceans. Even though the geography should
be clear, it may help.
Shuffle the deck more.
Get printer ink because when you want to print out a copy of
the turn sequence for everyone, you can’t
The OK or expected
Counter and tokens; people love them. Being able to make
piles of denominations, lines of tokens and abstract shapes keeps people happy.
We are an odd bunch.
Not everyone gets the idea the first time around and it is
good to have one person explaining the rules
The Good
Shafting other players is fine. 2-3 Search and Seizure cards
were played in the first few turns though this did set players back to early.
WAR broke out several times, as did declarations of PEACE.
Both worked nicely.
Moving your Airship one territory and taking actions or two
and not doing so was a good call before the game started.
Combat was easy to understand and relatively quick.
Changes to make
Discard mechanism and card type rebalance to stop handfuls
of redundant cards.
Cargo Unload at the start of the turn, Cargo Load at the
end. It takes too long otherwise.
Fame/Infamy to be introduced.
Create a Player mat with all the costs; turn sequence and
structures for quick reference.
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