Politics in Eminent Domain
I got a chance to play Eminent Domain again tonight, 3 players this time. I tried out the stuff I talked about yesterday - namely the Politics card switching to say "Action: Take 1 Role car into hand." That's it, that's all it does. Well, maybe that's misleading as it has some other implications... the biggest of which may be that it gives players a way to help rush the game end by digging through a pile of cards faster. This sounds like a neat thing, but it also means the potential of a MUCH faster game. I don't know how often it would be the case, but if players use the Politics card a lot then it could either make for a short, unsatisfying game, or else require a bunch more cards to maintain a decent game length.
My current thought on the matter is that the Politics card should be removed from the game when used - so the player can replace it with an action card of their choice, maybe customize their starting deck a little bit. I think I'll try that next time.
The combination of Harvest and Trade appears to be working well. Mathematically I think it's the right way to go - in comparison with Warfare and Colonize. I tried removing the "Action: Collect 1vp" (Trade action) and making the Trade role exchange resources for VP at a 1-to-1 ratio (rather than 2vp/resource). I think that's the right way to go now that the Roles have been combined. The only remaining issue I have with the Role is that it seems VERY easy to have too many Trade/Harvest cards. It seems like you only ever need 3 or 4 cards at a time, and you start with 2 in your deck and get 1 every time you choose the role. So what can I do to make having more Harvest/Trade cards more interesting???
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