I believe that, simply, the crew of players need to click together. Players need to be compatable with each other, so to say. Some players like to "just play, and don't overthink it" and some players really like enjoy the puzzle, and they try to make the best combination possible. I guess that, people who overthink should warn others that they sometimes take a long time to think, so they can prepare for that. If you limit the time, then you're putting even more pressure on guy who is already thinking too much. Everybody should be ok with the timer, if you are trying to enforce it. At the end, find the right kind of people for you, and the right game, and you will all have a blast of the experience.
I don't overthink it, but my fun isn't in milking the best possible move. On the flip side, I don't like players not at all invested in the game and play randomly. They cheapen the experience. Finally, I don't like players that have quantified the truest path to victory and treat the choices of the rest of us like were wasting time. Ultimately, how do we all accept the win or loss? And how do we get there? Both are important.
I see a copy of the Rising Sun KS in the background. Were you influenced by that board game mechanics at all when you designed Tsukuyumi or for any improvements leading to version 2.5?
Hi, I love Tsukuyumi. I found it difficult to manage the combat. I found choosing the card and passing it to the opponent who in turn has to choose a counterattack a bit cumbersome. Have you thought of a solution for this too, for example a sheet where all the combat cards of a faction for the opponents are indicated?
Kraziel - The animated video is pretty standard for Kickstarters. That's just to get your interest. If you scroll down just a touch in the email where they sent this video link, you will see other links that show gameplay and explain everything you want to know.
In my times playtesting the expansions one item that stands out for me is how much more approachable the game is to new players as they will not be hindered one what to do each turn. Any choice on your turn is viable and keeps the game a bit closer with other players. There is just not one path that you need to take every game which makes the game play enjoyable each and every time.
Very cool. I’ll definitely back the expansion when the KS is ready. For future videos you might want to make them louder. I ready had to crank the volume to hear you.
Played this and made mistakes but my main issue here is why are there no civilians in the south of England? Am I missing something? Seems to me you would only use that part of the board to retreat.
Note when you cannot make room for a good on your ship you must throw SOMETHING overboard. But not necessarily the new thing. You can always throw something else over to make room for the thing you just traded for.