More Motu
We played another two games of Motu (formerly Micronesia) the other day. Here are my notes:
Labor is a better Gather than Gather - Possibly make Gather also build more farms?
Islands should be worth 2 points each (or 3 if they have less places to tuck cards)
Laka sucks. Fix it.
Arohirohi should be: activate 1 ability n times.
Check the gods - they need to be weaker than the leaders without followers.
Hina is totally broken. Make her say 1+(n/4) points instead of 1+n points.
Perhaps some limit to the number of gods/worshipers per god is necessary. This will prevent the godsnowball of doom.
During the first game, I deified Hina, and then just won the game without any contest in four or five rounds. The game ended 13-26, and was not very fair.
Alison contended that Hina needed to be changed, and I agreed. She said that no strategy could overcome it, and I wasn't so sure. It seems that that there are multiple options for beating it, but they would all involve composing a good collection of complimentary gods. That being said - Hina is super broken.
We then played again, and I asked her to use only gods as her entire strategy (so that she would see how gods can ramp up exponentially), and I would use no gods (because she argued that no gods would not really have a chance against gods). She won by four points (it was pretty close, but this was her second game, and I was the designer, so it was not really a fair comparison). We decided that the snowballing effect of piling gods on top of each other was pretty darn powerful.
I need to make an upgrade to the non-god strategies so that we can make them more competitive. That being said, I still think that a mixed strategy of god cards and non-god cards would be optimal. Ignoring half the game really should not be viable. I should try that out one time - the godsnowball vs the mixed strategy.
In other news - I have decided to hold off showing this game at BGDG next week, since The Citadel of Madness is finally done being reworked from its last play. I am going to cut out cards tonight, and it should be ready with all of the changes that the last play-test precipitated. The best one is the simplification of the game mat:
Doesn't it look beautiful? I think that the game should still be just as complex and strategic as it used to be because of the creation of start rooms:
These rooms are randomized each game, and are always laid out first. Players can activate the abilities on them with their mad scientist, and then once they get claimed, the player that claimed them gets to keep the energy that they give when they are activated.
There are also new abilities on rooms, as well as modifications to the shape of the part cards:
Labor is a better Gather than Gather - Possibly make Gather also build more farms?
Islands should be worth 2 points each (or 3 if they have less places to tuck cards)
Laka sucks. Fix it.
Arohirohi should be: activate 1 ability n times.
Check the gods - they need to be weaker than the leaders without followers.
Hina is totally broken. Make her say 1+(n/4) points instead of 1+n points.
Perhaps some limit to the number of gods/worshipers per god is necessary. This will prevent the godsnowball of doom.
During the first game, I deified Hina, and then just won the game without any contest in four or five rounds. The game ended 13-26, and was not very fair.
Alison contended that Hina needed to be changed, and I agreed. She said that no strategy could overcome it, and I wasn't so sure. It seems that that there are multiple options for beating it, but they would all involve composing a good collection of complimentary gods. That being said - Hina is super broken.
We then played again, and I asked her to use only gods as her entire strategy (so that she would see how gods can ramp up exponentially), and I would use no gods (because she argued that no gods would not really have a chance against gods). She won by four points (it was pretty close, but this was her second game, and I was the designer, so it was not really a fair comparison). We decided that the snowballing effect of piling gods on top of each other was pretty darn powerful.
I need to make an upgrade to the non-god strategies so that we can make them more competitive. That being said, I still think that a mixed strategy of god cards and non-god cards would be optimal. Ignoring half the game really should not be viable. I should try that out one time - the godsnowball vs the mixed strategy.
In other news - I have decided to hold off showing this game at BGDG next week, since The Citadel of Madness is finally done being reworked from its last play. I am going to cut out cards tonight, and it should be ready with all of the changes that the last play-test precipitated. The best one is the simplification of the game mat:
Doesn't it look beautiful? I think that the game should still be just as complex and strategic as it used to be because of the creation of start rooms:
These rooms are randomized each game, and are always laid out first. Players can activate the abilities on them with their mad scientist, and then once they get claimed, the player that claimed them gets to keep the energy that they give when they are activated.
There are also new abilities on rooms, as well as modifications to the shape of the part cards:
Finally, Time is now brown so that Mad Scientist can be white.
I have also been playing a lot of other player's games in the 2p design contest on bgg this week. So far there have been no complete flops. Here's to hoping that that continues.
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