First game feedback and suggestions
Posted: Sun Aug 16, 2009 9:45 am
Hi,
I constructed my first ARDA deck and I tested it with my gaming group yesterday. It was a complete success
We were 4 players, all of us experienced MECCG players. I was the only one who played ARDA before though (once at Llinars this year). After one round we changed to simultaneous turns to speed it up and it worked quite well. During the game serveral questions arose and we had to rule them out on the fly. Also we like to tweak on games
¿Who gets a last turn after a player calls the council? If there are 4 players ordered ABCD (i.e. AC play at the same time) and A calls at the end of his turn it seemed fair that BD get a last turn and then C alone gets another one. Is that right?
The "fairness in timing issue" was some problem. We ruled out that hazards that my secondary hazard player is currently playing against the other resource player don't take effect on my table until either my primary hazard player pass him the hazard playing, or until my next movement-hazards phase. This solved most timing conflicts.
We changed a bit the roving character and the minor items managing. We defined 4 slots for each deck, the first slot for the "older" card. At the begining of the turn if the first slot is occupied, we discard its card regardless if other slots are empty or not. Then we move all cards towards the first slot and at last we fill the empty slots. It felt a more "natural" way to do it since we're used to a similar mechanic from the boardgame "Power Grid".
We were talking after the game about the marshalling point categories. We are toying with the idea of multiply the MP in each category by one plus the number of players who don't have any points in that category. Maybe we try it next time just for the fun, probably it will be unbalancing. There is some logic behind though.
That's all that comes to my mind now
I constructed my first ARDA deck and I tested it with my gaming group yesterday. It was a complete success
We were 4 players, all of us experienced MECCG players. I was the only one who played ARDA before though (once at Llinars this year). After one round we changed to simultaneous turns to speed it up and it worked quite well. During the game serveral questions arose and we had to rule them out on the fly. Also we like to tweak on games
¿Who gets a last turn after a player calls the council? If there are 4 players ordered ABCD (i.e. AC play at the same time) and A calls at the end of his turn it seemed fair that BD get a last turn and then C alone gets another one. Is that right?
The "fairness in timing issue" was some problem. We ruled out that hazards that my secondary hazard player is currently playing against the other resource player don't take effect on my table until either my primary hazard player pass him the hazard playing, or until my next movement-hazards phase. This solved most timing conflicts.
We changed a bit the roving character and the minor items managing. We defined 4 slots for each deck, the first slot for the "older" card. At the begining of the turn if the first slot is occupied, we discard its card regardless if other slots are empty or not. Then we move all cards towards the first slot and at last we fill the empty slots. It felt a more "natural" way to do it since we're used to a similar mechanic from the boardgame "Power Grid".
We were talking after the game about the marshalling point categories. We are toying with the idea of multiply the MP in each category by one plus the number of players who don't have any points in that category. Maybe we try it next time just for the fun, probably it will be unbalancing. There is some logic behind though.
That's all that comes to my mind now